Difference between revisions of "Visual Guide to Pathfinding"

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* A new Pathfinding region has two types of objects.  The terrain is set to [[Pathfinding_Tools_in_the_Second_Life_Viewer#Example_use_3|Walkable]] (by default and cannot be changed) and the existing objects are set to [[Pathfinding_Tools_in_the_Second_Life_Viewer#Example_use_3|Movable Obstacle]].
* A new Pathfinding region has three types of objects.  The terrain is set to [[Pathfinding_Tools_in_the_Second_Life_Viewer#Example_use_3|Walkable]] (by default and cannot be changed), existing objects are set to [[Pathfinding_Tools_in_the_Second_Life_Viewer#Example_use_3|Movable Obstacle]], and existing phantom objects are set to Movable Phantom.
<pre style="color:red">Begin by naming every object in your region! It's difficult to know what to set objects to if they are all named "Object".</pre>
<pre style="color:red">Begin by naming every object in your region! It's difficult to know what to set objects to if they are all named "Object".</pre>
* 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 Obstacle and Movable Phantom objects 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, and docks.
* Another obvious set of objects are your Walkables like floors, roads, and docks.
* Objects that need to move yet need to be solid should be left as Movable Obstacles.  An example would be scripted doors.
* Objects that need to move yet need to be solid should be left as Movable Obstacles.  An example would be scripted doors.
* Objects that don't need to be obstacles at all, should be set to Movable Phantom. 


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Revision as of 11:14, 15 June 2012

  • A new Pathfinding region has three types of objects. The terrain is set to Walkable (by default and cannot be changed), existing objects are set to Movable Obstacle, and existing phantom objects are set to Movable Phantom.
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 Obstacle and Movable Phantom objects 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.
  • Objects that need to move yet need to be solid should be left as Movable Obstacles. An example would be scripted doors.
  • Objects that don't need to be obstacles at all, should be set to Movable Phantom.