I don't know, maybe I'm missing something, so maybe someone could point me to right direction. I'm really new with Godot so it's very possible I'm missing something really obvious.
As I understand at the moment there are two pathfinding solutions for Godot - Navmesh & A*. For most purposes either would do. But let's say hypothetically speaking if I'm thinking about RTS and would like to have both land and naval units. If I would use navmesh then I could have one mesh for land and another for sea, then leave slight gab between the land and sea somewhere at the shore, so land units couldn't go at sea and ships couldn't roam on land. Do I have to use this hack or is there some better solution?
But lets say if I would like to have coast and shallows exactly this kind of region where both could move (as overlap) OR if I would have flying units that need to get everywhere. In such case the shoreline gap would be pain. As I understand the A algorithm have already been modified since it came out. I think at first there was no different movement cost for different fields for example. Even though last time I checked it was in C#, at least I could have some sort of understanding how it worked. Then again, have I misunderstood or isn't A only for grid based movement if I would try to work with that?
So this kind of problem. And even though I have formulated this as a question, any kind of discussion would be appreciated.
Thank you!