All language subtitles for 4. Godots Navmesh

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 0 1 00:00:00,240 --> 00:00:04,020 Let's now look how to implement the navigation mesh in Godot. 1 2 00:00:04,440 --> 00:00:07,560 If you use 3D objects to define your terrain, you're in luck. 2 3 00:00:07,590 --> 00:00:10,880 Godot provides a solution for you out of the box. 3 4 00:00:10,890 --> 00:00:12,280 Enter: navmesh. 4 5 00:00:12,300 --> 00:00:19,380 It's quite easy to create and use a navmesh. Because Godot provides two key nodes for it and these 5 6 00:00:19,380 --> 00:00:25,170 are the navigation node and the navigation mesh instance. 6 7 00:00:25,180 --> 00:00:31,380 By putting this node and the child node navigation mesh instance, we can generate the navigation mesh 7 8 00:00:31,380 --> 00:00:34,200 by running the bake navmesh. 8 9 00:00:34,590 --> 00:00:37,770 Of course, for this we definitely need more of this. 9 10 00:00:37,860 --> 00:00:42,480 So I'll quickly create a small environment that we can run our navigation mesh. 10 11 00:00:53,910 --> 00:00:58,290 Now that we have these in place, we need to select the navigation mesh instance. 11 12 00:00:58,290 --> 00:01:03,090 And as you can see, there is a small error here because it needs an actual navmesh specified here. 12 13 00:01:03,090 --> 00:01:10,500 But don't worry, by just creating a new navmesh and hitting the bake nav mesh, Godot will automatically 13 14 00:01:10,500 --> 00:01:14,400 generate this awesome navmesh for us to use. 14 15 00:01:14,400 --> 00:01:21,840 Of course, to actually get the position from a point to another point, we need to use a particular 15 16 00:01:21,840 --> 00:01:25,290 instruction. Let's find out how to implement that as well. 16 17 00:01:25,290 --> 00:01:32,160 So first, I'll need to create another mesh instance, which would be our player and our player would 17 18 00:01:32,160 --> 00:01:33,570 be just the capsule. 18 19 00:01:35,490 --> 00:01:36,740 Make it a little smaller. 19 20 00:01:55,120 --> 00:01:56,500 And I'll give it a script. 20 21 00:02:07,230 --> 00:02:13,650 So what we need to do here is, of course get the reference to this navigation and this can be done 21 22 00:02:13,650 --> 00:02:16,070 at the start of the sequence. 22 23 00:02:16,080 --> 00:02:24,180 So navigation will call it get the parent because the parent of this is the navigation and then we'll 23 24 00:02:24,180 --> 00:02:28,890 use a get_custom_path(target_position). 24 25 00:02:29,070 --> 00:02:39,180 We run the path from that target position so we can generate it by calling nav get simple path and then 25 26 00:02:39,180 --> 00:02:42,480 we need to specify the start and the end of the path. 26 27 00:02:42,810 --> 00:02:46,260 The end is the target's position and the start is where the player is. 27 28 00:02:55,020 --> 00:02:59,940 And basically this is it, of course, to be able to test it, we need to go back into the scene. 28 29 00:03:00,940 --> 00:03:09,520 And let's create another position3D, which would be the target in our case, and let's put it around 29 30 00:03:09,520 --> 00:03:09,910 here. 30 31 00:03:13,150 --> 00:03:14,020 I'm going to. 31 32 00:03:17,820 --> 00:03:19,050 Call it in _ready(). 32 33 00:03:19,050 --> 00:03:21,400 So I'm just going to print out. 33 34 00:03:21,570 --> 00:03:24,930 Get a custom path from the... 34 35 00:03:26,450 --> 00:03:36,530 Of course, I need to go back one level because the player is up one level. Target/. And then we need 35 36 00:03:36,530 --> 00:03:37,070 to. 36 37 00:03:40,520 --> 00:03:41,580 Get the position. 37 38 00:03:43,340 --> 00:03:52,550 And by doing this and calling this, we will end up with a list of positions of vector3 that the 38 39 00:03:52,550 --> 00:03:59,720 player needs to take in order to go from the initial point to the target that we specified. 3998

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