Hello all!
I have a similar issue as described
here:
All-
I'm trying to path across quite a few tiles (I load roughly 60 or so
tiles) and it constantly ends at the same place. My mesh is set to
have a maximum number of tiles at 13424 and max polys at 65536. I did
change m_saltBits to be 64-bit, so I believe this shouldn't cause any
problems. (Although every single salt is set to 1, I'm assuming it
only changes if I make changes to the tiles after they are initially
added).
Pathing with a smaller number of tiles, say 10, works perfectly fine.
Basically I always get DT_OUT_OF_NODES from findPath.
Anyone have any ideas as to why? I'm seriously at a loss of where I
should start poking around. I've obviously found where that status is
set, but not sure why it runs out of neighboring tiles.
findNearestPoly does succesfully find the start/end polys.
I get about 120 waypoints worth, but it's only about 20% of how many
waypoints I would estimate, and it's definitely not creating a path in
the right direction, as it goes right into a dead end.
Thanks in advance!
~ Tanaris
and the solution offered is changing
static const float H_SCALE value in DetourNavMeshQuery.cpp as described
here.
I tried this solution, and it indeed worked. However, I am not sure about making such changes in a library code.
Is there any other way to set search heuristic scale? Or another solution that does not require library code change?
Thank you!