Increase recast scale factor and tile size

Increased recast scale fixes navmesh around (-28585, -29951, 483).
Increased tile size compensates decrease of total navmesh area.
pull/556/head
elsid 5 years ago
parent 7ec5a20c64
commit 6be103bc54
No known key found for this signature in database
GPG Key ID: B845CB9FEE18AB40

@ -176,12 +176,12 @@ recast scale factor
:Type: floating point :Type: floating point
:Range: > 0.0 :Range: > 0.0
:Default: 0.023529411764705882 :Default: 0.029411764705882353
Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry. Scale of nav mesh coordinates to world coordinates. Recastnavigation builds voxels for world geometry.
Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
"recast scale factor" / "cell size". Default value calculates by this equation: "recast scale factor" / "cell size". Default value calculates by this equation:
sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels). sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels).
Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures. Changing this value will change generated nav mesh. Some locations may become unavailable for NPC and creatures.
Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency. Pay attention to slopes and roofs when change it. Increasing this value will reduce nav mesh update latency.

@ -642,8 +642,8 @@ enable = true
# Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry. # Scale of NavMesh coordinates to world coordinates (value > 0.0). Recastnavigation builds voxels for world geometry.
# Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size # Basically voxel size is 1 / "cell size". To reduce amount of voxels we apply scale factor, to make voxel size
# "recast scale factor" / "cell size". Default value calculates by this equation: # "recast scale factor" / "cell size". Default value calculates by this equation:
# sStepSizeUp * "recast scale factor" / "cell size" = 4 (max climb height should be equal to 4 voxels) # sStepSizeUp * "recast scale factor" / "cell size" = 5 (max climb height should be equal to 4 voxels)
recast scale factor = 0.023529411764705882 recast scale factor = 0.029411764705882353
# The z-axis cell size to use for fields. (value > 0.0) # The z-axis cell size to use for fields. (value > 0.0)
# Defines voxel/grid/cell size. So their values have significant # Defines voxel/grid/cell size. So their values have significant
@ -671,7 +671,7 @@ detail sample max error = 1.0
max simplification error = 1.3 max simplification error = 1.3
# The width and height of each tile. (value > 0) # The width and height of each tile. (value > 0)
tile size = 64 tile size = 128
# The size of the non-navigable border around the heightfield. (value >= 0) # The size of the non-navigable border around the heightfield. (value >= 0)
border size = 16 border size = 16

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