From ff430358242b9ccc60b990f35415e9a29517df58 Mon Sep 17 00:00:00 2001 From: Cedric Guillemet <1312968+CedricGuillemet@users.noreply.github.com> Date: Thu, 16 Nov 2023 10:11:23 +0100 Subject: [PATCH] note for computepath/obstacles --- content/features/featuresDeepDive/crowdNavigation/obstacles.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/content/features/featuresDeepDive/crowdNavigation/obstacles.md b/content/features/featuresDeepDive/crowdNavigation/obstacles.md index 8ad3381f9..1d5b5043f 100644 --- a/content/features/featuresDeepDive/crowdNavigation/obstacles.md +++ b/content/features/featuresDeepDive/crowdNavigation/obstacles.md @@ -40,6 +40,9 @@ const navmeshParameters = { Note the addition of `tileSize`. It's the world unit size of each tile. If it's not present or has a value a zero, it falls back to the standard use and obstacles won't work. Also, depending on your use case, this value must be carrefully chosen to trade between too many tiles and too much cpu intensive updates. +**Note :** +The `ComputePath`` method will handle obstacles exclusively when a crowd has been instantiated. Otherwise, the path will adhere to the navmesh without considering obstacles. If your use case involves computing a path with obstacles, agents are optional but a crowd is mandatory. + ## Obstacles API Once the navigation mesh is updated to take tiles into account, obstacles are accessible thru 3 simple functions: