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.