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Warn that navigation mesh baking from Meshes is bad for runtime performance #90921

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merged 1 commit into from
Apr 22, 2024

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@smix8 smix8 commented Apr 19, 2024

Adds a one-time warning when a visual Mesh is added to the source geometry at runtime to make users more aware about this problem.

Resolves #90607

At runtime this poses a significant performance issues as visual meshes store geometry data on the GPU and transferring this data back to the CPU blocks the rendering.

So baking navigation mesh when parsing from e.g. MeshInstance3D or MultiMeshInstance3D nodes is really only viable inside the Editor where frame rate is less of an issue.

For runtime (re)baking navigation meshes use and parse collision shapes as source geometry or create geometry data procedural in scripts.

…rmance

Warns that navigation mesh baking from Meshes is bad for runtime performance.
@akien-mga akien-mga merged commit 98cce21 into godotengine:master Apr 22, 2024
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Thanks!

@smix8 smix8 deleted the navmesh_bake_warn branch April 23, 2024 01:49
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Navigation mesh baking needs to warn that visual Meshes are bad for runtime performance
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