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I think this is part of a larger question and possible confusion over what process_modeactually does, and I think this is a case of that not being documented clearly enough, process_mode isn't a complete "turn everything off" thing but is primarily about the direct processing methods
And as per the documentation:
Notifies when the collision avoidance velocity is calculated. Emitted every update as long as avoidance_enabled is true and the agent has a navigation map.
The NavigationAgent reacts to the pause notification, NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED. It checks if the parent node can process while paused.
As AThousandShip mentioned processing mode is not a general pause or disable mode, it just disables the process() or physics_process() function calls.
The NavigationServer also has a dedicated agent_set_paused() function.
Tested versions
System information
Godot v4.3.beta3 - Windows 10.0.19045 - GLES3 (Compatibility) - NVIDIA GeForce GTX 1080 Ti (NVIDIA; 32.0.15.5599) - AMD Ryzen 5 3600 6-Core Processor (12 Threads)
Issue description
NavigationAgent2D nodes emits the
velocity_computed
signal every frame, regardless of itsprocess
/physics_process
configurations.The MRP bellow shows this with the agent's
process_mode
set toDISABLED
.This can be worked around by setting
avoidance_enabled = false
.Steps to reproduce
Minimal reproduction project (MRP)
navigation_agent_2d_bug.zip
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