Posted March 11, 2024 by michaeljared
##godot ##blender ##navmesh ##character-movement
Spent some time this week working with Godot's Navigation Meshes and Agents. It's been a fun learning curve. There are some really nice tools for "baking" nav meshes, and I think the preferred order of operations would be:
The problem is that the baked mesh kinda sucks. You can't really control the boundary that well, and there are a lot of inefficient/skinny tris that are going to make computation inefficient.
My approach (as per usual ^_^) is to do it manually in Blender.
Check out the video to learn about how I did it!
Cheers
-M