From 28ab4d2b9ea358cc638804e395ab1409e4a62741 Mon Sep 17 00:00:00 2001 From: Sebastian Rings Date: Mon, 16 Jan 2023 12:05:44 +0100 Subject: [PATCH] Fix spelling error "procedual" -> "procedural" --- tutorials/navigation/navigation_using_navigationservers.rst | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/tutorials/navigation/navigation_using_navigationservers.rst b/tutorials/navigation/navigation_using_navigationservers.rst index d5ce2d8cf..3c9fbbbce 100644 --- a/tutorials/navigation/navigation_using_navigationservers.rst +++ b/tutorials/navigation/navigation_using_navigationservers.rst @@ -100,7 +100,7 @@ as well and both 2D and 3D avoidance agents can exist on the same map. Waiting for synchronisation ~~~~~~~~~~~~~~~~~~~~~~~~~~~ -At the start of the game, a new scene or procedual navigation changes any path query to a NavigationServer will return empty or wrong. +At the start of the game, a new scene or procedural navigation changes any path query to a NavigationServer will return empty or wrong. The navigation map is still empty or not updated at this point. All nodes from the SceneTree need to first upload their navigation related data to the NavigationServer. @@ -108,7 +108,7 @@ Each added or changed map, region or agent need to be registered with the Naviga Afterward the NavigationServer requires a ``physics_frame`` for synchronisation to update the maps, regions and agents. One workaround is to make a deferred call to a custom setup function (so all nodes are ready). -The setup function makes all the navigation changes, e.g. adding procedual stuff. +The setup function makes all the navigation changes, e.g. adding procedural stuff. Afterwards the function waits for the next physics_frame before continuing with path queries. .. tabs:: @@ -133,7 +133,7 @@ Afterwards the function waits for the next physics_frame before continuing with NavigationServer3D.region_set_transform(region, Transform()) NavigationServer3D.region_set_map(region, map) - # create a procedual navigation mesh for the region + # create a procedural navigation mesh for the region var new_navigation_mesh : NavigationMesh = NavigationMesh.new() var vertices : PackedVector3Array = PoolVector3Array([ Vector3(0,0,0),