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Tilemap PATHFINDING in Godot 4.2

Cashew OldDew 35,074 lượt xem 1 year ago
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This video aims to solve the issue of setting up navigation baking in combination with Tilemap collisions since it was not as straight forward.

A very important aspect to notice is that the navigation area calculation based on the active collisions works only if those collisions are on the layer 0 of the tilemap. More information on this can be found in this discussion: https://github.com/godotengine/godot/pull/80796

Additional thanks go to @abradotcs for making this video which was the inspiration for the initial setup of the navigation agent: https://www.youtube.com/watch?v=AGHtw8__oqw
The tileset assets are from schwarnhild: https://schwarnhild.itch.io/basic-tileset-and-asset-pack-32x32-pixels
Thanks a lot for the time and effort you put into making those!

Last thing to note is that, even if I set a timer and I kept updating the target position, that part was not put into evidence very much, as the target I created was not moving. However, if I had a moving target, the path would have been recreated to follow the new position.

Around 9:41 move_and_slide() in contrast to move_and_collide(), does not require a vector which is pre-multiplied by delta, as it is taken into account already. Thanks @Limited_Film_Works_ for pointing that out.

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Github repository for this project:
https://github.com/cashew-olddew/godot-tutorials/tree/main/4.2/1%20-%20tilemap%20pathfinding

Support me on Ko-Fi: https://ko-fi.com/cashewolddew
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#godot #gamedev #pathfinding

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