Description
Tested versions
- Reproducible in: v4.3.stable.mono.official [77dcf97]
System information
Godot v4.3.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.6094) - 13th Gen Intel(R) Core(TM) i9-13900KF (32 Threads)
Issue description
I've attempted coding an avoidance agent through script, but the result is not the expected one. The NavigationServer2D agent produces the incorrect safe velocity, a Vector3 instead of a Vector2, where the y value is always 0 and the avoidance does not work at all.
Steps to reproduce
Create a CharacterBody2D. Then, create an agent in script through the NavigationServer2D functions, give it a callback for the safe velocity. In the physics process, give the agent a velocity. In the callback for safe velocity, give the CharacterBody2D the safe velocity. You'll notice the y will always be 0. If the vector is instead made a Vector3, you'll notice the z has a value. Giving the velocity's y the safe velocity's z value seems to make movement work as intended, except for the avoidance which simply doesn't work.