I'm making a spaceship game where the enemies and the player have the full 6 degrees of freedom, so can move forward/backwards, left/right, up/down and can also rotate in all three axes. I'm wanting to add some simple pathfinding so the enemies can move towards the player.
I tried to use the guide in 3D Navigation Overview in the docs but the "3D" navigation really seems to be 2D to me since the agents always only have two translational movement options (forward/backward and left/right) but in 3D there should be three translational movement options (forward/backward, left/right, and up/down).
Most of the "3D" navigation tutorials for Godot also seem to be 2D or 2.5D where the agents can up ramps and onto higher platforms, but they can't fly around or anything.
I tried fiddling around with the settings for
NavigationRegion3D and its child
MeshInstance3D but I can't figure out how to get the baked
NavMesh to actually be 3D. Right now I've made the
MeshInstance3D a cuboid, but when I bake the
NavMesh only the upper face is displayed as navigable:
How can I allow my agents to pathfind anywhere within a rectangular region? Ideally they'd be able to use all 3 dimensions at all times.
Edit: Godot does not support volumetric pathfinding (I ended up implementing it myself). If you'd like to see built in support, please leave a comment on the issue I opened for it here