TIL NavigationServer3D.map_get_path() in Godot 4 stops searching after 4096 polygons by default. On a big navmesh the path just ends short and looks like a disconnected island.
It's documented behavior rather than a bug, but it's easy to miss because the doc lives on a different class than the one people call.
The nasty part is what happens when the cap hits. Per the docs, the search / resets and builds a path from the start polygon to the polygon that was found closest to the target position so far. So you don't get an empty path or an error you get a plausible-looking path that ends short. That reads exactly like a disconnected island.
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@programming.dev
Welcome to the programming.dev Godot community!
This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.
Make sure to follow the Godot CoC while chatting
We have a matrix room that can be used for chatting with other members of the community here
We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent
go to feed...
Is this a known issue if its that bad? I can see a lot of environments eclipsing 4096 polys
save