Navigation
Inherits: Spatial < Node < Object
Mesh-based navigation and pathfinding node.
Description
Provides navigation and pathfinding within a collection of NavigationMeshes. By default, these will be automatically collected from child NavigationMeshInstance nodes, but they can also be added on the fly with navmesh_add. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
Note: The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
Tutorials
Properties
|
Methods
get_closest_point ( Vector3 to_point ) | |
get_closest_point_normal ( Vector3 to_point ) | |
get_closest_point_owner ( Vector3 to_point ) | |
get_closest_point_to_segment ( Vector3 start, Vector3 end, bool use_collision=false ) | |
get_simple_path ( Vector3 start, Vector3 end, bool optimize=true ) | |
navmesh_add ( NavigationMesh mesh, Transform xform, Object owner=null ) | |
void | navmesh_remove ( int id ) |
void | navmesh_set_transform ( int id, Transform xform ) |
Property Descriptions
- Vector3 up_vector
Default |
|
Setter | set_up_vector(value) |
Getter | get_up_vector() |
Defines which direction is up. By default, this is (0, 1, 0)
, which is the world’s “up” direction.
Method Descriptions
Returns the navigation point closest to the point given. Points are in local coordinate space.
Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on.
Returns the owner of the NavigationMesh which contains the navigation point closest to the point given. This is usually a NavigationMeshInstance. For meshes added via navmesh_add, returns the owner that was given (or null
if the owner
parameter was omitted).
Returns the navigation point closest to the given line segment. When enabling use_collision
, only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned.
- PoolVector3Array get_simple_path ( Vector3 start, Vector3 end, bool optimize=true )
Returns the path between two given points. Points are in local coordinate space. If optimize
is true
(the default), the agent properties associated with each NavigationMesh (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
Note: This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
- int navmesh_add ( NavigationMesh mesh, Transform xform, Object owner=null )
Adds a NavigationMesh. Returns an ID for use with navmesh_remove or navmesh_set_transform. If given, a Transform2D is applied to the polygon. The optional owner
is used as return value for get_closest_point_owner.
- void navmesh_remove ( int id )
Removes the NavigationMesh with the given ID.
Sets the transform applied to the NavigationMesh with the given ID.