Navigation on Tilemap

DlearDlear Posts: 2Member
edited December 1969 in 2D
Good day, comrades.
Please forgive me for my bad english but maybe somebody can help to solve my small (or big) trouble.
So, i create tilemap in Godot:
1. I create new scene, add Node as parent, add sprites and attach NavPoly2D to each sprite. Then I create NavPoly and convert scene to Tileset .res
2. In base scene i add Navigation2D Node and create TileMap to child, and it's doesn't work.
I read https://godotengine.org/qa/1790/how-to-implement-pathfinding-with-a-tilemap?show=1790#q1790 and learn @batmanasb's example, but my project doesn't work, i found out pathfinding in my project worked only in one tile radius.
3. I think reason of my trouble in stack of polygon, but how create accurate polygon through pen tool? Maybe is there another way?
or maybe I missed some details when create tilemap?

Please, help me Cheesy

Comments

  • marcelofg55marcelofg55 Posts: 4Member
    You can try to edit the polygon coords on the Inspector, click on the ">" symbol right next to the "Polygon" value. If you make the polygon accurate it should work I believe.
  • SakakiSakaki Posts: 30Moderator
    As far as I know, everything that is not a sprite, a collision body or a collision shape will be lost during the convertion to Tileset :/
  • eflakeeflake Posts: 3Member
    edited December 2016

    Turn on snap, redit your polygon to match the corners of your tile, and then the navigation will 'tile' together.

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