All language subtitles for 4. Godots Navmesh

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Original subtitles

0 Let's now look how to implement the navigation mesh in Godot. 1

If you use 3D objects to define your terrain, you're in luck. 2

Godot provides a solution for you out of the box. 3

Enter: navmesh. 4

It's quite easy to create and use a navmesh. Because Godot provides two key nodes for it and these 5

are the navigation node and the navigation mesh instance. 6

By putting this node and the child node navigation mesh instance, we can generate the navigation mesh 7

by running the bake navmesh. 8

Of course, for this we definitely need more of this. 9

So I'll quickly create a small environment that we can run our navigation mesh. 10

Now that we have these in place, we need to select the navigation mesh instance. 11

And as you can see, there is a small error here because it needs an actual navmesh specified here. 12

But don't worry, by just creating a new navmesh and hitting the bake nav mesh, Godot will automatically 13

generate this awesome navmesh for us to use. 14

Of course, to actually get the position from a point to another point, we need to use a particular 15

instruction. Let's find out how to implement that as well. 16

So first, I'll need to create another mesh instance, which would be our player and our player would 17

be just the capsule. 18

Make it a little smaller. 19

And I'll give it a script. 20

So what we need to do here is, of course get the reference to this navigation and this can be done 21

at the start of the sequence. 22

So navigation will call it get the parent because the parent of this is the navigation and then we'll 23

use a get_custom_path(target_position). 24

We run the path from that target position so we can generate it by calling nav get simple path and then 25

we need to specify the start and the end of the path. 26

The end is the target's position and the start is where the player is. 27

And basically this is it, of course, to be able to test it, we need to go back into the scene. 28

And let's create another position3D, which would be the target in our case, and let's put it around 29

here. 30

I'm going to. 31

Call it in _ready(). 32

So I'm just going to print out. 33

Get a custom path from the... 34

Of course, I need to go back one level because the player is up one level. Target/. And then we need 35

to. 36

Get the position. 37

And by doing this and calling this, we will end up with a list of positions of vector3 that the 38

player needs to take in order to go from the initial point to the target that we specified.

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