Live NavMesh Bounds
发布时间:2026-09-23 | 浏览:1
View all by Oiwa Kuna Oiwa Kuna
Follow Oiwa Kuna Follow Following Oiwa Kuna Following
Add To Collection Collection
A downloadable asset pack
Stop hunting for the Bake button.
Live NavMesh Bounds brings Unreal's Nav Mesh Bounds Volume workflow to Godot 4. Drop a NavBoundsVolume node into your scene, stretch the box over your level using Godot's own native resize handles, and let go — the navigation mesh re-bakes itself automatically about 0.3 seconds later, right in the editor. No Play button, no toolbar digging, no plugin windows. You watch the blue navmesh overlay update live as you work.
Live auto-rebake — move or resize the box and it bakes itself after it settles. Tune the delay, or switch to the one-click "Bake Now" inspector button.
Zero learning curve — the resize handles are Godot's native BoxShape3D gizmo. If you've ever resized a collision shape, you already know how to use it.
Unlimited volumes, one clean navmesh — drop one box per room, per floor, or one giant box for the whole level. All volumes are unioned into a single merged region, so overlapping boxes never create duplicate or stacked navmesh geometry.
Stair & slope friendly out of the box — ships with sensible agent_max_climb / agent_max_slope presets, plus partition-type and ledge-filter toggles for tricky geometry like railings and ornate staircases.
Fully configurable — agent radius/height/climb/slope, cell resolution, collision mask, and geometry source (static colliders / mesh instances / both) are all exported properties.
Zero runtime cost — all editor-only logic. In your exported game the node is inert; the baked NavigationMesh is already saved in your scene.
The live_navmesh_bounds addon (clean, commented GDScript — one node, one plugin file)
A demo project: staircase + platform with a capsule agent pathing over the baked navmesh
Full README with a configuration reference table and a real troubleshooting guide (doorway clearance, warped stairs, empty bakes)
Godot 4.5+ (built and tested on 4.6). Works with Forward+, Mobile, and Compatibility renderers.
Use it in unlimited personal and commercial projects. No attribution required. Redistribution/resale of the source as a standalone asset is not permitted.
Leave a comment
Log in with itch.io to leave a comment.