From 2874b7980738722b30ffba4b8f49eb09f15c3fe2 Mon Sep 17 00:00:00 2001 From: skyace65 Date: Sun, 28 Jan 2024 18:41:36 -0500 Subject: [PATCH] Clarify what Navlink does and does not do --- .../navigation/navigation_using_navigationlinks.rst | 13 ++++++------- 1 file changed, 6 insertions(+), 7 deletions(-) diff --git a/tutorials/navigation/navigation_using_navigationlinks.rst b/tutorials/navigation/navigation_using_navigationlinks.rst index 44a81e8a17a..31cbf5abd27 100644 --- a/tutorials/navigation/navigation_using_navigationlinks.rst +++ b/tutorials/navigation/navigation_using_navigationlinks.rst @@ -44,13 +44,12 @@ If no valid polygon is found within the search radius the navigation link gets d The link debug visuals can be changed in the Editor :ref:`ProjectSettings` under ``debug/shapes/navigation``. The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu. -.. note:: - - NavigationLinks do not move agents between the two link positions by themselves. - -A navigation link does not provide any automated movement through the link. Instead, when -an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent -to move through the link to end up at the links other position (e.g. through teleport or animation) to continue along the path. +A navigation link does not provide any specialized movement through the link. Instead, when +an agent reaches the position of a link, game code needs to react (e.g. through area triggers) +and provide means for the agent to move through the link to end up at the links other position +(e.g. through teleport or animation). Without that an agent will attempt to move itself along +the path of the link. You could end up with an agent walking over a bottomless pit instead of +waiting for a moving platform, or walking through a teleporter and proceeding through a wall. Navigation link script templates --------------------------------