Difference between revisions of "Walkability Coefficients"

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<pre style="color:red">Note: Coefficients are currently buggy.</pre>
*Walkable objects can take advantage of coefficients in the [[Pathfinding_NavMesh|navigation mesh]].
*Walkable objects can take advantage of coefficients in the [[Pathfinding_NavMesh|navigation mesh]].
*Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character.
*Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character.

Revision as of 10:34, 19 June 2012

Note: Coefficients are currently buggy.
  • Walkable objects can take advantage of coefficients in the navigation mesh.
  • Walkability coefficients are multipliers that may be applied to the speed of a pathfinding character.
  • Some examples of use would be: Hard road switching to gravel, terrain switching to sandy ruts, deep snow areas, etc.
  • You can have four different coefficients per region, controlling character type A, B, C, or D.
  • Coefficients can be mixed with Material Volumes to further control character speed and behavior.
  • Example: You have a tar pit that character type A can navigate freely, but character type B cannot navigate at all. The tar pit objects would be set to coefficient 100% for type A and 0% for type B.



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