diff --git a/automated_updates_data.json b/automated_updates_data.json index 88dd158d37..6cebed9b21 100644 --- a/automated_updates_data.json +++ b/automated_updates_data.json @@ -1,5 +1,5 @@ { - "last_automated_updates_commit": "7902b7ffb6c673b0ef13f5a23b85ce339cf6de40", + "last_automated_updates_commit": "9e123021a9c712c7cfa9073e7083eab1a7cde59d", "last_improved_things": [ { "date": "2026-02-16", diff --git a/docs/gdevelop5/behaviors/nav-mesh-pathfinding/index.md b/docs/gdevelop5/behaviors/nav-mesh-pathfinding/index.md index 875edc7368..5f62d412e3 100644 --- a/docs/gdevelop5/behaviors/nav-mesh-pathfinding/index.md +++ b/docs/gdevelop5/behaviors/nav-mesh-pathfinding/index.md @@ -11,7 +11,7 @@ By using the **Floor/obstacle for pathfinding (navmesh based)** [behavior](/gdev In 3D, characters walk on the flat surfaces of these objects and go around the steep ones. Add the behavior to the floors and platforms where characters must walk, and to the walls and props they must avoid. -In 2D, objects with this behavior are always obstacles. Characters can only move inside the rectangle that contains all of them, so put obstacles around the area where characters can go. +In 2D, objects with this behavior are always obstacles. Characters can move around them, including in the area extending a bit beyond the obstacles, so place obstacles to shape the paths that characters can take. When the behavior is added to an object, some properties can be modified: