Is Pathfinding Broken?

I’ll skip all the trial error of trying to get done what I actually want to do, and just report this test I did.

I took a prefab object, no condition. Just the pathfinding action to move to the position X=0, Y=0. It worked.

Then, I took a 3d box object, no condition. Just the pathfinding action to move to the position X=0, Y=0. It didn’t move at all.

Is the pathfinding behavior broken or something?

Does the pathfinder work in 3D? The GDevelop roadmap says they’re planning on a 2D & 3D Nav Mesh pathfinder.

I’ve used it on 3d objects before. To be sure, I just checked another project where I’m using the pathfinder on a 3d box, and it still works just fine there.

I’ll mention, in my test scenario, I do also have the 3d object as a pathfinding obstacle, but again, I used the same behaviors for my prefab and the 3d box and one worked and one didn’t.

im kinda confused where you found this image haha.
and it also doesnt make sense… what even is 3d dynamic lighting? or 3d shader/material support? if it calls effects shaders then that counts, and materials are simply a part of the model.

eitherway, theres an extension that can do navmesh right now

I got the image from Gdevelop’s X (Twitter) account.

Nav Mesh is different from the basic pathfinder because it uses the collision box. Maybe, the 3D Nav Mesh is going to use the 3D collision box not just the X, Y but also the Z. That would be interesting but difficult.

The basic pathfinder only uses width and height. It’s a bit flawed bc it doesn’t check if an object is rotated. The width and height don’t change when an object is rotated. So, it can mess things up.

*Update - While I’d still like to know why it worked with one object, and not the other despite seemingly being exactly the same, I managed to mostly fix the problem I was having by removing the Pathfinding Obstacle Behavior from the object.