[opensource-dev] feature suggestion: make "doubleclick navigation" more "immersive"

Oz Linden (Scott Lawrence) oz at lindenlab.com
Mon Sep 24 06:41:22 PDT 2012


On 2012-09-21 03:17 , Lance Corrimal wrote:
> Hi all!
>
> Here's a feature idea that I just had, and I thought I'd float it past here
> before I post a feature request on the jira.
>
> As a user I would like to see a third option for doubleclick navigation
> inworld: "pathfinding - immersive"
>
> With that option turned on, the viewer would determine if the point the user
> clicked on is within draw distance, and if so, use pathfinding "navigate to"
> to walk there. If the point was outside of drawdistance, the viewer would use
> whatever else the user had configured for normal doubleclick navigation (i.e.
> teleporting or "go here").
>

We have considered whether or not to apply pathfinding movement to 
avatars, but so far have decided that it would too often produce 
non-intuitive results.   Avatars can go places that pathfinding 
creatures can't and the differences are not always obvious to users (for 
example, an avatar will "step up" over a level change that a pathfinding 
creature will not attempt).  This might often lead to users clicking on 
a point that seems easily accessible, but the avatar goes off in some 
entirely different direction (as the beginning of a circuitous path), or 
just fail to find a pathfinding route at all (this latter presents an 
additional problem of how to inform the user).

Personally. I've always wanted to be able to choose a series of 
waypoints manually... some games I've played let you do this by making 
'click' mean 'walk straight to here', and 'shift-click' mean 'add this 
as the next waypoint after the current end of my path'.




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