How to make the navigation not hugging the wall like in this picture?

This is the first time I used navmesh in Godot, I usually used AStar. In 3D unity, there usually settings about agent's size but it seem that Godot doesn't have it.

Changing path processing from Corridorfunnel to Edgecentered is not the solution, that would give me grid based movement as if I'm simply using astar on a grid or something.

I wanted a navigation like in the first picture, but make the agent not hug the wall. Because the character is not a dot.

  • xyz replied to this.

    xyz

    ah it's baking function.
    hmm,.. I'm using TileMapLayer, I'm can't find a way to bake with settings on it. Also the level is dynamic, it constantly change (there are destructable walls), not sure how to do that either.

    • xyz replied to this.

      pegasusearl You'll have to rebuild your navigation meshes when something changes or use a different navigation method. Nav meshes are adequate for mostly static level geometry.

      Check if player collides with something then change direction