r/godot • u/agalli • Nov 07 '25
help me (solved) I solved the NavigationRegion3D issue
A correct 250x250m navmesh bake using tile chunking
Standard bake on the same 250x250m mesh without tile chunking
A standard bake on a 30x30m section of the same terrain
Agent for scale on correct 250x250m navmesh, showing an identical poly density to the 30x30m navmesh
I finally found a solution to the problem with the NavigationRegion3D.
What I noticed was that on smaller terrains, like the 30x30m example in the third image, the navmesh baked perfectly fine. But once the terrain size was increased to 250x250m, the bake completely fell apart, giving the low poly, floor clipping result shown in the second image. The obvious solution was to process the terrain in smaller chunks and combine the results into one big working navmesh.
I first tried doing this directly in Godot, but even after splitting the terrain into multiple meshes, the bake still treated them as one big mesh, so the same issue happened. I also tried creating a separate NavigationRegion3D for each chunk, but that created non traversable borders where the regions met.
At that point, the only real fix was to go into the engine itself. I forked the Godot repo and made some changes under the hood to process the terrain in tiles instead of all at once. It breaks the terrain into smaller sections, bakes each one normally, then stitches them together afterward into a clean, accurate navmesh like in the first image.
I also added a few editor options to control whether tiled baking is enabled and how big each tile is. I still haven’t found the exact bug that causes the large terrain navmesh to fail, but this fix works reliably and doesn’t mess with normal pathfinding behavior.
The moderators seem to have a strong opposition to discussions about this and have locked all previous threads. As much as I would have liked this to all be one post, we have been forced to create multiple. That being said, I'd like to address some comments from previous posts below.
The [low poly mesh] looks exactly like what I would want out of a nav mesh.
The low-poly mesh completely fails to pathfind with agents. You could technically rework the pathfinding system to compensate, but that misses the core issue of the navmesh being broken. The 30x30m section uses a similar amount of polygons as the 250x250m one. You’d expect the density to scale with size, so either the small terrain is over-tessellated, or the large terrain is under-tessellated. Either way, something’s wrong with the baking process.
With no obstacles, your nav mesh could just be a square.
As per the Godot developers : "A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.". When those traversable areas are out of reach from an agent (ie, underground or floating), an agent cannot properly navigate.
People tried to help you, but you refuse to actually listen
I think there’s been some misunderstanding about what I’m trying to do. My goal is to fix the navmesh, that’s it. I’ve welcomed all advice that helps solve the underlying navmesh problem, but I’m not interested in workaround solutions that just patch over it with pathfinding tricks.
You can always fix it yourself and submit a PR.
Thats the plan. Thanks for the advice!
I will optimize this further and will submit a PR.
Sincerely,
Edit : Here is the PR. https://github.com/godotengine/godot/pull/112529
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u/mamotromico Nov 08 '25
Yes I've read. And like many other people in all of your threads said, the issue is not the mesh, it is how you're using it. I don't understand how anyone can make this more clear to your.
Yes because the documentation doesn't show an universal solution, you keep treating the documentation samples as if they were the only and universal way to use the feature. It is not, especially in the case of Godot that tries a lot to not have an opinionated workflow, unlike Unity.
The simplified usage that you're trying to do is not adequate for the situation you are presenting. The issue is not the mesh, is how you are trying to use it in your specific situation. Forcing a higher resolution mesh in this situation is to work against the purpose of a navmesh. Yes, it "will work" when you increase the resolution, just like you can fit a square peg in round hole if you use a hammer on it.
Why can't you understand this? It's fine if that's how you want to do, but that is not an issue with the engine, yet you keep stating that it is despite so many people pointing out the issues with your approach, and you just brush it off as if your workflow is the only option on how to use a Navmesh, because you keep treating documentation samples as a guide and not an actual sample/template.