1 scene navigation and collision
forgejo-actions edited this page 2026-07-11 12:38:13 +00:00

Scene Navigation And Collision

What This System Is

Scene navigation and collision decide where actors can walk, where encounters can spawn, which tiles are reserved for transitions, and why pathfinding may fail.

How It Works

Tileset nav masks provide per-tile movement and spawn data. Authored navigation zones layer scene-specific meaning on top of tile data with kinds such as walkable, blocked, no-spawn, leash, and transition-reserved. Runtime caches combine tilemaps, navigation zones, and collision layers into queries used by movement, AI, encounters, and debug overlays.

How Authors Use It

Use tileset nav-mask data for reusable tile behavior. Use scene navigation zones for scene-specific exceptions, leash regions, spawn exclusions, and transition reservations. Validate after changing navigation zones or tileset masks.

Rules And Invariants

Movement blocking, no-spawn, and transition reservation are separate concerns. A tile can be walkable but invalid for spawning. Reserved transition destinations should protect handoff placement without making unrelated navigation impossible.

Validation And Debugging

Validation catches bad zones, references, and obvious unreachable authoring. Runtime path status can report blocked start, blocked goal, unreachable, or reserved destination. Use viewport spatial overlays and player-preview collision gizmos to locate the authored source.

Examples

If actors can walk through a tile but mobs should not spawn there, keep the tile walkable and add no-spawn data rather than blocking movement. If a transfer destination is valid but actors should not path to it as a normal goal, use transition-reserved semantics and validate the scene before testing handoff.