- Edited
I'm looking to create a movement system similar to that of The Witness or Mozilla Hubs, which involves conventional directional input and slowed motion when moving against barriers similar to that of move_and_slide() in a physics body, while confined to the limits of a baked navmesh (therefore, no jumping or falling is involved). So far, I've attempted to set a nav agent's target position a short distance from the player in the direction of input every process frame (as I assume calling every physics frame would be too frequent for the system). This works to some degree, but jitters when pressing against corners, due to the external target position, and moving along edges at various angles lacks the friction of physics based movement.
I'm wondering if there is a better structure within Godot's conventional navigation system, or if there is an alternative.
Thanks.