diff --git a/doc/classes/Navigation.xml b/doc/classes/Navigation.xml index 71625caa134..f3c1a40690b 100644 --- a/doc/classes/Navigation.xml +++ b/doc/classes/Navigation.xml @@ -5,6 +5,7 @@ Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. + [b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0. https://godotengine.org/asset-library/asset/124 @@ -61,6 +62,7 @@ Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored. + [b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0. diff --git a/doc/classes/Navigation2D.xml b/doc/classes/Navigation2D.xml index f91f5e69a32..6914d3842af 100644 --- a/doc/classes/Navigation2D.xml +++ b/doc/classes/Navigation2D.xml @@ -5,6 +5,7 @@ Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add]. + [b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0. https://godotengine.org/asset-library/asset/117 @@ -39,6 +40,7 @@ Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible. + [b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.