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Fix avoidance calculation on NO_THREADS build
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@@ -10,6 +10,7 @@
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For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex.
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To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
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[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
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[b]Note:[/b] By default, the expensive calculations for avoidance are done in a thread. In HTML5 exports without thread support, they will be done on the main thread, which can lead to performance issues.
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This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
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</description>
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<tutorials>
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