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Out of memory bug when saving scene with a navigation mesh #21786
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Tried on 3.1 and it's happening as well |
Is nobody going to talk about this issue. That you can't generate complex navigation meshes? |
@ComicoTeam: You reported a bug one day ago, the team has a lot of bug reports (not to mention they are now doing a cleanup of the issues list in preparation for 3.1) |
@Zireael07 I know that they are busy with 3.1. but the bug is present in that version as well |
A navigationMeshInstance is not enough, you need both navigation and navmeshInstance, and you need to parent them like that I added them to your scene, and i could bake the navmesh and save the scene without any issues with Godot 3.1 alpha 1 Godot would need better docs. Also note that navmesh in Godot will need to improve, it doesn't work with physics , it's not optimized , and lacks some things like agent nodes (how it's done in Unity) This will be worked on for 3.2 |
@DevMagicLord The issue is still happening |
Navigation mesh is too complex, and there is no way to fix this issue without breaking backwards compatibility. I suggest you use a simpler mesh manually created for this. Will rewrite how navigation code works eventually for 4.0, so kicking this forward |
This was most likely resolved by #34776, closing. See #17885 (comment) if you need a solution in Godot 3.2. |
ERROR: set: Condition ' p_index < 0 || p_index >= size() ' is true.
At: ./core/dvector.h:488
In the console every time I try to save a scene that has a new navigation mesh
Godot version: 3.0.6
Windows 10 x64
Steps to reproduce:
Open the scene from the project then create a navigation mesh and save the scene
Minimal reproduction project:
Bug.zip
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