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Navmesh doesn't always update when obstacles change #55
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Does #56 fixes it for you? On my local it works and navmesh updates are almost instant project_harmonia.mp4 |
Ah, yes, setting But I faced another issue, I trying to run the world from this post, but character is unable to walk through doors with weird errors:
When a door is placed on a wall, it splits the collider using width from the placed object: Here is the scene: |
#57 should fix the doors in this world 🎉 fixed.mp4 |
I recently tried switching from oxidized_navigation to vleue_navigator. However, I noticed that the navmesh doesn't update, and #54 didn't fix the issue. So, I switched back to oxidized_navigation in this commit.
@mockersf asked me on Discord if he could try running the project before the commit. Since I’ve fixed quite a few bugs since then, I decided to create a separate branch with this commit reverted and rebased onto the latest master: #330. Hopefully, this will help determine whether it's a bug or an API misuse on my part.
Below are the steps to reproduce. It requires a bit of setup when you try it for the first time :)
cargo run
if you running it for the first time. Next time runcargo run -- play --world-name "New world" family "New family"
instead and jump directly to step 16. You may also want to run withRUST_LOG=project_harmonia_base=debug
to tracing.Since I have networking and serialization, I use the blueprint pattern, which is basically "required components at home". For walls you can see that an empty collider is inserted here. And collision is updated here on the wall change.
Let me know any questions :)
After writing this I started to doubt that it's the best way to debug the issue 😆 Maybe it's simpler to just create a simple example with a changing mesh.
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