Pathfinding Quick Start Guide


Begin by naming all objects in your region! A list of objects named "Object" is not helpful.

You will need to use the linkset tools to change the pathfinding attributes of the objects on your region to improve region-pathfinding performance! See a the Visual_Guide_to_Pathfinding for more help.

By default, all objects are set to Walkable (terrain), Movable Obstacle, or Movable Phantom (phantom objects). You will need to set walls, trees, fences, etc to Static Obstacle. Set floors and other areas that need to be walkable to Walkable.

Don't forget to click apply! Then FREEZE your changes for the navigation mesh to update.

Walls, fences, trees, gates etc. - Static Obstacle. Static Obstacles are red in the navigation mesh view.

Movable doors, swinging gates, scripted moving objects that pathfinding characters cannot pass through - Movable Obstacle (not visible in the navigation mesh view).

Objects that you want ignored by the pathfinding characters - Movable Phantom (not visible in the navigation mesh view).

Avatars can move through or on, pathfinding characters cannot (this is also good for trouble spots where characters consistently get stuck) - Exclusion Volume seen as yellow opaque objects in the navigation mesh view.

For the beta you'll need to disable (or make phantom) objects that change scale, volume parameters, or positon/rotation of child prims to get acceptable sim performance. For help tracking down problems use:


Full Pathfinding tools information can be found here.

A quick guide to Good Building Practices can be found here.

Find helpful Pathfinding scripts here.

The Navigation Mesh explained here.