Replies: 4 comments 10 replies
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Hi @liushzhql! Paths should respect tilecache obstacles - I've created a new example to confirm this is working ok: https://recast-navigation-js.isaacmason.com/?path=/story/tilecache-obstacles--path-example One thing to check is whether you've called If you can share a reproduction of your issue I'm happy to take a look 🙂 |
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I believe this is expected behaviour from recast/detour.
Maybe the re computation of the tile should be spread over several frames,
to avoid jank.
…On Fri, 5 Apr 2024, 15:23 Alan Smithee, ***@***.***> wrote:
I might also be hitting this. After adding obstacles and calling
tileCache.update, nothing happens. I will try your method @rob-myers
<https://github.com/rob-myers> to see if I can brute force it to work.
What's the logic behind it working after updating the tilecache many times
btw? Is it a race condition? If so, maybe the update could be done after a
timeout instead?
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Here's some related detour docs: https://recastnav.com/classdtTileCache.html#a93f931ad563e5cadcc389acdffd4892e I think we can improve the documentation in our readme
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I've made some improvements to the TileCache docs in the readme, let me know if we can make it clearer: 6b8eae7 |
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Hello,
I am currently developing a feature for ground navigation lines, where players control movement using a joystick controller. This feature involves recalculating and rendering the path from the character's current position to the target point every second. As a result, I utilize the findPath function exclusively, without the implementation of an Agent.
I have encountered an issue where obstacles added after the mesh build do not participate in the findPath calculation. Could you advise on how to resolve this problem?
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