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The NavigationMesh resource is synchronized with the runtime scene only if it is manualy saved from the property dropdown menu #82064

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@Hindi

Description

@Hindi

Godot version

v4.1.1.stable.mono.official [bd6af8e]

System information

Godot v4.1.1.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 6GB (NVIDIA; 31.0.15.3623) - AMD Ryzen 5 5600X 6-Core Processor (12 Threads)

Issue description

When I create a Navmesh resource file in my project and I assign it in the NavigationRegion3D property, it is properly taken into account in the editor and I can bake the navmesh, but if I try to start the game, the navmesh resource is not synchronized. In the screenshot bellow, the "Visible navigation" Debug option is cheked.
image
Saving the scene does not help, the only way to have the resource synced is to manualy save it in the propery menu:
image

As modifing the property sets the 'unsaved asterisk' on the scene name, I would expect that saving the scene would be enough for the synchronization to work properly.

This may be a well knowed issue, but I couldn't find any open issue related. I'm a new user so... sorry if I missed it.

Steps to reproduce

In an empty project:

  • Add a NavigationRegion3D node
  • Create a Navmesh resource in the project filesystem and link it to the NavigationRegion3D node in the scene
  • Add a child MeshInstance3D node and set it up so that the navigation region generate a navmesh when you bake it
  • Bake the NavMesh
  • Add a 3d camera and put it in a position and rotation that allows it to capture the navigation region
  • Save the scene
  • Activate the "Visible Navigation" option from the Debug menu
  • Start the game: There's no visible navmesh

Minimal reproduction project

navmeshBug.zip

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