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When trying to use the backported new Navigation feature in Godot 3.5 I encountered a bug when debugging in VSC.
Everything works fine when just running the project. When debugging however, the NavigationAgent Node seems to be recognized as a normal Node type. Hence functions like set_target_location are not found.
Are you using a helper plugin? Could this be a problem with a debugger helper in visual studio rather than the engine?
(caveat I've never used visual studio code).
Godot version
Godot Engine v3.5.stable.mono.official.991bb6ac7
System information
Windows 10 NVIDIA GeForce RTX 2080 Ti
Issue description
When trying to use the backported new Navigation feature in Godot 3.5 I encountered a bug when debugging in VSC.
Everything works fine when just running the project. When debugging however, the
NavigationAgent
Node seems to be recognized as a normalNode
type. Hence functions likeset_target_location
are not found.Steps to reproduce
Used VSC config:
{ // Use IntelliSense to learn about possible attributes. // Hover to view descriptions of existing attributes. // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387 "version": "0.2.0", "configurations": [ { "name": "GDScript Godot", "type": "godot", "request": "launch", "project": "${workspaceFolder}", "port": 6007, "address": "127.0.0.1", "launch_game_instance": true, "launch_scene": false } ] }
Invalid call. Nonexistent function 'set_target_location' in base 'Node'.
Minimal reproduction project
https://github.com/sebastianrueckerai/godot-nav-debug-bug
Edit:
onready var target = $"%Target"
). Is this an issue with all recently backported features?The text was updated successfully, but these errors were encountered: