Quick Godot Tips: Gridmaps and Navigation Nodes

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Twitter: @CanopyGamesLtd

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Probably my most favorite thing second to the AnimationPlayer node since switching to Godot.

Chevifier
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I have no idea if this comment will be seen by virtue of the video's age, but my mesh that's a stand in for a wall is trying to align itself with the center of the grid cells rather than snapping to the edges like yours do in this video. Similar problem where my floor mesh floats in the middle of the cell perfectly at the halfway point. I have no clue how to change those aspects

prometheus
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Love the tutorial! Did you know you can press ctrl-alt-m to align selected objects (ie the camera) to the viewport transform? Saves you having to stuff about moving the camera up, down, right left etc.

stevenrodkiss
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Is it possible to include Area3D nodes into the base tiles, so that when you place tiles, you place all the functionality thats included?

For example, I have a mesh library made up of floor tile scenes.
All of them are basic:
Node3D
->Node3D_Name
-->MeshInstance3D
--->StaticBody3D


However, I have one that is:
Node3D
->Node3D_Name
-->MeshInstance3D
--->StaticBody3D

->Area3d
-->CollisionShape3D

When I place this special tile with the Area3D included, the Area3D Collisionshape doesn't show up on the Gridmap.

Is there a way to include this? Or do I have to manually place the area3D's separately to my gridmap?

leoh
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Seems easy enough, thanks for the tutorial!
Im just having problems with different heights. My cells are 2x2 and 0.5 high. Simple boxes. I made some hills and tried baking the NavMesh and it was only working on the sides of the squares in the positive direction. Very weird.

black_forest_
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Are those assets based on the Modular Dungeon pack from Quaternius? Looks great!

IthamarRAdema
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How are you putting walls and tiles on the same place?
When I try the wall overwrites the tile

Mapletree
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My walls keep replacing the floor XD. Still cant figure out the dimensions of gridmap mesh libraries.

rationalrama
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I have a problem with the zoom. Whenever I work with the gridmaps I at some point have trouble navigating the 3d View because it doesn't let me go forward with the zoom anymore. It gives me some kind of message on the bottom left which I cannot translate because it's in german. "To zoom in further...(View-> Settings)" something like that. Do you know what the problem is?

Salamaleikum
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One short queston: Do your meshes in the mesh library have a static body and collision shape?

I tried navigation maps with grid maps (basically the same setup as in your video) by following a tutorial by Miziziziz, but I only could make it work when I added StaticBody and CollisionShape nodes to the mesh instances I am creating the MeshLibrary with (Miziziziz also added static bodies to his mesh instances).

I am asking because the NavMesh of a Navigation node can be baked regardless of a mesh's collision shape exists or not. but the movement of the character (KinematicBody) seems to rely on an existing CollisionShape (as seen in your video as well at 0:30).

So, I am assuming your GridMap meshes also have a CollisionShape, but I just wanted to make sure they do. :) Thanks in advance.

dueddel
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Thanks for the great example. MeshLibraries certainly aren't very great. Mesh origins keep going weird...

b.p.