I am currently working on getting a 3D tile-system running with predefined navigation meshes. To this end, I am creating my tiles all of the same size as follows in block bench
:
I am directly importing them and then I get the following result in godot:
which is basically what I expect. Now I read in the documentation that upon scene creation navigation meshes are fused automatically by some mechanism that detects aligned edges. In my case I expect this to be super simple, since due to the tile system everything is really well aligned.
If I set up a more complicated scene with several tiles as follows:
I get the following edge fusing when using the navigation debug mode:
where the red lines are lines I would expect, but I am not getting. Is there some rationale I am not getting? I have already tried reversing some normals, chancing some triangulation schemes, etc... In even more complicated scenes I get the following error:
I have even tried to read the godot code the error mentions but to be honest the code there is a function spanning hundreds of lines without making any sense... So I am kinda lost right now. What am I not getting? 🙁