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mikewesthad avatar mikewesthad commented on August 13, 2024 1

I added some console messages to help warn devs when situations like this would arise. I'm going to close this issue for now, but definitely let me know if this didn't fix it.

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mikewesthad avatar mikewesthad commented on August 13, 2024

@Lypzis, hm - could you share a code snippet so I can see how you are setting up and using the plugin?

Does it fail to find a path even for points within the same Tiled rectangle - e.g. (30, 30) -> (60, 60)?

Also, you could use the debugging graphics to see what the plugin is detecting as connected neighbors:

navMesh.enableDebug(); // Creates a Phaser.Graphics overlay on top of the screen
navMesh.debugClear(); // Clears the overlay
// Visualize the underlying navmesh
navMesh.debugDrawMesh({
    drawCentroid: true, drawBounds: false, drawNeighbors: true, drawPortals: true
});

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Lypzis avatar Lypzis commented on August 13, 2024

I don't know how to do a snippet, but here is my repository code where I'm testing the plugin:
https://github.com/Lypzis/Conquer_Them_All/tree/test

the debugging graphics doesn't show anything.

the file where the plugin setup and usage are:
src/states/TheGame.js
https://github.com/Lypzis/Conquer_Them_All/blob/test/src/states/TheGame.js

to run:
npm run electron

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mikewesthad avatar mikewesthad commented on August 13, 2024

Thanks for sharing. I didn't run it, but you've got a typo here. It should be navmesh - not navMesh - in order to match what you named your object layer in the tableGround-map file.

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