Pathfinding Quick Start Guide

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Revision as of 15:03, 29 March 2012 by Hyper Mole (Talk | contribs)

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Full Pathfinding tools information can be found here.

  • Terrain is, by default, set to walkable.
  • All objects that you want pathfinding characters to walk upon, will need to be set to walkable in the Linkset tools window.
  • You will need to Unfreeze before you can make any linkset changes to objects. Basic Setup > Unfreeze.
  • All objects that are NOT going to be set to walkable should be set according to need:

Walls, fences, trees, gates etc. - Static Obstacle

Movable doors, swinging gates, scripted moving objects that pathfinding characters cannot pass through - Movable Obstacle

Objects that you want ignored by the pathfinding characters - Movable Phantom

Avatars can move through or on, pathfinding characters cannot (this is also good for trouble spots where characters consistently get stuck) - Exclusion Volume

  • Remember to Apply your linkset object attributes, or the setting won't stick.
  • Freeze your changes (edit/test window) to queue the regeneration of the navmesh and "bake" in the changes you have made. The text will change to "Navmesh is up to date" when it's finished.
  • Use the Show: navmesh tick box (and the world tickbox) to view the navmesh wireframe and see where you may need to make changes. If you have aqua/blue wireframe lines, you have walkable areas.

For the beta you'll need to disable objects that change scale, volume parameters, or positon/rotation of child prims to get acceptable sim performance. For help tracking down problems use:

  • Estate tools: Get top colliders and Get top scripts.
  • Pathfinding Linkset tools: search for the name of the object and teleport to it, take, delete, take copy, or turn on a beacon.