Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
13 changes: 6 additions & 7 deletions tutorials/navigation/navigation_using_navigationlinks.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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<class_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
--------------------------------
Expand Down