Pathfinding Quick Start Guide
Revision as of 14:01, 29 March 2012 by Hyper Mole (talk | contribs) (Created page with "Full Pathfinding tools information can be found here. *Terrain is, by default, set to walkable. *All objects that you want pathfi…")
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. 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.