Basic movement with navmesh and projects [Preview]
Added 2025-07-14 02:00:04 +0000 UTCPathfinding in Godot is easy. But at the same time, there are a lot of complications and nuances you need to understand to fix your movement problems.
I have plans to make a very in-depth video about navmesh systems in the future.
But I decided to make a quick one for now. Showcasing the most likely problems you might find while making your AI agents move.
This will teach you how to properly bake your navmesh, and fix common problems that might cause you agent to get stuck.
I ended up encountering more problems then I expected. Specially with slopes.
So this next video will be all about understanding the navmesh creation and navmesh agent while making a simple move script work.
Current status
I've recorded the videos. But its a bit messy, as I ended up finding new problems mid-recording that I had to solve. I'll need to see how I can tie everything together later.
I decided to make a quick video about this since I already had this rts-project setup but I just got an ear infection, as it turns out. So I'll probably wait a few days until my hearing gets back to normal before recording the voice.
Random comments
Aside from that, I've been making quite a few prototypes games of various different genres now.
I just learned that I'm horrible at making UI layouts and how to interact with it in a clean manner. But I'm learning a lot trying things out. I'm also getting more familiar in making dynamic UI with containers. It was a bit strange at first, but now I feel like I know when I need to use anchors and when I need containers. Mixing them together is the right way. I was thinking I had to use one of the other at first, which just made everything harder.
And also, I learned that managing many resource data files for rpg games can quickly become quite messy.
I tried using the "Edit Resources as Table" addon to help with that but I didn't like it very much. I wanted a window where I could quickly create new resources and see at a glance the drop table of my enemies (which are also resources). Because opening Resources inside Resources from godot's inspector is not pretty.
I'm still experimenting if its better to have a tool inside Godot, or I just need to use an excel sheet for item/enemy/drop data and make an import script later to convert it into resources inside Godot.