From 754dfdafabbb4e8d46a7231b2d7143932baf283a Mon Sep 17 00:00:00 2001 From: Daniel Delgado Date: Tue, 25 Apr 2023 16:31:53 +0200 Subject: [PATCH] Configuring node import options fix Changed NavMesh to Occluder as meant by the documentation and the image above. Here is the original page: https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/importing_scenes.html Here is the issue where this was mentioned: https://github.com/godotengine/godot-docs/issues/6201#issuecomment-1371629067 Additionally, I would break the parent issue above into check boxes to make them more easily trackable. That, and separate the proposals for improvements from actual issues where things are not documented. So the actual issue can be worked on more easily and closed. --- tutorials/assets_pipeline/importing_scenes.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/assets_pipeline/importing_scenes.rst b/tutorials/assets_pipeline/importing_scenes.rst index 0029e8b78c4..965b2114a63 100644 --- a/tutorials/assets_pipeline/importing_scenes.rst +++ b/tutorials/assets_pipeline/importing_scenes.rst @@ -380,7 +380,7 @@ This exposes several per-node import options: will keep the original mesh visible, while **NavMesh Only** will only import the navigation mesh (without a visual representation). **NavMesh Only** is meant to be used when you've manually authored a simplified mesh for navigation. -- **Generate > NavMesh:** If checked, generates an OccluderInstance3D *sibling* +- **Generate > Occluder:** If checked, generates an OccluderInstance3D *sibling* node for :ref:`occlusion culling ` using the mesh's geometry as a basis for the occluder's shape. **Mesh + Occluder** will keep the original mesh visible, while **Occluder Only** will only import the