Difference between revisions of "Visual Guide to Pathfinding"

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* Movable Obstacles will not show up in your navigation mesh view, so your initial view of your region will be the smooth green mesh of the terrain.  Be sure to check the Walkable box in the Pathfinding Debug window (formerly the Edit/Test window).
* Movable Obstacles will not show up in your navigation mesh view, so your initial view of your region will be the smooth green mesh of the terrain.  Be sure to check the Walkable box in the Pathfinding Debug window (formerly the Edit/Test window).
* Begin by making obstacles Static in the Linksets window.  Many of these will be obvious, such as trees and fences.  
* Begin by making obstacles Static in the Linksets window.  Many of these will be obvious, such as trees and fences.  
* Another obvious set of objects are your Walkables like floors, roads, docks.
* Another obvious set of objects are your Walkables like floors, roads, and docks.


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Revision as of 09:50, 15 June 2012

  • A new Pathfinding region has two types of objects. The terrain is set to Walkable (by default and cannot be changed) and the existing objects are set to Movable Obstacle.
Begin by naming every object in your region! It's difficult to know what to set objects to if they are all named "Object".
  • Movable Obstacles will not show up in your navigation mesh view, so your initial view of your region will be the smooth green mesh of the terrain. Be sure to check the Walkable box in the Pathfinding Debug window (formerly the Edit/Test window).
  • Begin by making obstacles Static in the Linksets window. Many of these will be obvious, such as trees and fences.
  • Another obvious set of objects are your Walkables like floors, roads, and docks.