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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.

@smix8 smix8 added this to the 4.3 milestone Apr 19, 2024
@smix8 smix8 force-pushed the navmesh_bake_warn branch from 1cb6446 to 5c15e6f Compare April 19, 2024 23:38
@smix8 smix8 force-pushed the navmesh_bake_warn branch from 5c15e6f to 3f33f22 Compare April 20, 2024 15:41
@smix8 smix8 force-pushed the navmesh_bake_warn branch from 3f33f22 to 52d3b4e Compare April 21, 2024 03:00
…rmance

Warns that navigation mesh baking from Meshes is bad for runtime performance.
@smix8 smix8 force-pushed the navmesh_bake_warn branch from 52d3b4e to b9225f6 Compare April 22, 2024 10:49
@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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