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NavigationAgent3D
A 3D agent used to pathfind to a position while avoiding obstacles.
Description
A 3D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.
Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.
Note: After setting the target_position property, the get_next_path_position method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent’s parent node.
Tutorials
Properties
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BitField<PathMetadataFlags> |
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Methods
distance_to_target ( ) const | |
get_avoidance_layer_value ( int layer_number ) const | |
get_avoidance_mask_value ( int mask_number ) const | |
get_current_navigation_path ( ) const | |
get_current_navigation_path_index ( ) const | |
get_current_navigation_result ( ) const | |
get_navigation_layer_value ( int layer_number ) const | |
get_navigation_map ( ) const | |
get_rid ( ) const | |
is_target_reached ( ) const | |
void | set_avoidance_layer_value ( int layer_number, bool value ) |
void | set_avoidance_mask_value ( int mask_number, bool value ) |
void | set_navigation_layer_value ( int layer_number, bool value ) |
void | set_navigation_map ( RID navigation_map ) |
void | set_velocity_forced ( Vector3 velocity ) |
Signals
link_reached ( Dictionary details )
Notifies when a navigation link has been reached.
The details dictionary may contain the following keys depending on the value of path_metadata_flags:
position
: The start position of the link that was reached.type
: Always NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK.rid
: The RID of the link.owner
: The object which manages the link (usually NavigationLink3D).link_entry_position
: Ifowner
is available and the owner is a NavigationLink2D, it will contain the global position of the link’s point the agent is entering.link_exit_position
: Ifowner
is available and the owner is a NavigationLink2D, it will contain the global position of the link’s point which the agent is exiting.
navigation_finished ( )
Notifies when the final position is reached.
path_changed ( )
Notifies when the navigation path changes.
target_reached ( )
Notifies when the player-defined target_position is reached.
velocity_computed ( Vector3 safe_velocity )
Notifies when the collision avoidance velocity is calculated. Emitted when velocity is set. Only emitted when avoidance_enabled is true.
waypoint_reached ( Dictionary details )
Notifies when a waypoint along the path has been reached.
The details dictionary may contain the following keys depending on the value of path_metadata_flags:
position
: The position of the waypoint that was reached.type
: The type of navigation primitive (region or link) that contains this waypoint.rid
: The RID of the containing navigation primitive (region or link).owner
: The object which manages the containing navigation primitive (region or link).
Property Descriptions
bool avoidance_enabled = false
If true
the agent is registered for an RVO avoidance callback on the NavigationServer3D. When velocity is set and the processing is completed a safe_velocity
Vector3 is received with a signal connection to velocity_computed. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
int avoidance_layers = 1
A bitfield determining the avoidance layers for this NavigationAgent. Other agent’s with a matching bit on the avoidance_mask will avoid this agent.
int avoidance_mask = 1
A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their avoidance_layers.
float avoidance_priority = 1.0
The agent does not adjust the velocity for other agents that would match the avoidance_mask but have a lower avoidance_priority. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
bool debug_enabled = false
If true
shows debug visuals for this agent.
Color debug_path_custom_color = Color(1, 1, 1, 1)
If debug_use_custom is true
uses this color for this agent instead of global color.
float debug_path_custom_point_size = 4.0
If debug_use_custom is true
uses this rasterized point size for rendering path points for this agent instead of global point size.
bool debug_use_custom = false
If true
uses the defined debug_path_custom_color for this agent instead of global color.
float height = 1.0
The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
int max_neighbors = 10
The maximum number of neighbors for the agent to consider.
float max_speed = 10.0
The maximum speed that an agent can move.
int navigation_layers = 1
A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.
float neighbor_distance = 50.0
The distance to search for other agents.
float path_desired_distance = 1.0
The distance threshold before a path point is considered to be reached. This allows agents to not have to hit a path point on the path exactly, but only to reach its general area. If this value is set too high, the NavigationAgent will skip points on the path, which can lead to leaving the navigation mesh. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
float path_height_offset = 0.0
The height offset is subtracted from the y-axis value of any vector path position for this NavigationAgent. The NavigationAgent height offset does not change or influence the navigation mesh or pathfinding query result. Additional navigation maps that use regions with navigation meshes that the developer baked with appropriate agent radius or height values are required to support different-sized agents.
float path_max_distance = 5.0
The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
BitField<PathMetadataFlags> path_metadata_flags = 7
void set_path_metadata_flags ( BitField<PathMetadataFlags> value )
BitField<PathMetadataFlags> get_path_metadata_flags ( )
Additional information to return with the navigation path.
PathPostProcessing path_postprocessing = 0
void set_path_postprocessing ( PathPostProcessing value )
PathPostProcessing get_path_postprocessing ( )
The path postprocessing applied to the raw path corridor found by the pathfinding_algorithm.
PathfindingAlgorithm pathfinding_algorithm = 0
void set_pathfinding_algorithm ( PathfindingAlgorithm value )
PathfindingAlgorithm get_pathfinding_algorithm ( )
The pathfinding algorithm used in the path query.
float radius = 0.5
The radius of the avoidance agent. This is the “body” of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by neighbor_distance).
Does not affect normal pathfinding. To change an actor’s pathfinding radius bake NavigationMesh resources with a different NavigationMesh.agent_radius property and use different navigation maps for each actor size.
float target_desired_distance = 1.0
The distance threshold before the final target point is considered to be reached. This allows agents to not have to hit the point of the final target exactly, but only to reach its general. If this value is set too low, the NavigationAgent will be stuck in a repath loop because it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
Vector3 target_position = Vector3(0, 0, 0)
If set a new navigation path from the current agent position to the target_position is requested from the NavigationServer.
float time_horizon_agents = 1.0
The minimal amount of time for which this agent’s velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
float time_horizon_obstacles = 0.0
The minimal amount of time for which this agent’s velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
bool use_3d_avoidance = false
If true
, the agent calculates avoidance velocities in 3D omnidirectionally, e.g. for games that take place in air, underwater or space. Agents using 3D avoidance only avoid other agents using 3D avoidance, and react to radius-based avoidance obstacles. They ignore any vertex-based obstacles.
If false
, the agent calculates avoidance velocities in 2D along the x and z-axes, ignoring the y-axis. Agents using 2D avoidance only avoid other agents using 2D avoidance, and react to radius-based avoidance obstacles or vertex-based avoidance obstacles. Other agents using 2D avoidance that are below or above their current position including height are ignored.
Vector3 velocity = Vector3(0, 0, 0)
Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agents and obstacles. When an agent is teleported to a new position, use set_velocity_forced as well to reset the internal simulation velocity.
Method Descriptions
float distance_to_target ( ) const
Returns the distance to the target position, using the agent’s global position. The user must set target_position in order for this to be accurate.
bool get_avoidance_layer_value ( int layer_number ) const
Returns whether or not the specified layer of the avoidance_layers bitmask is enabled, given a layer_number
between 1 and 32.
bool get_avoidance_mask_value ( int mask_number ) const
Returns whether or not the specified mask of the avoidance_mask bitmask is enabled, given a mask_number
between 1 and 32.
PackedVector3Array get_current_navigation_path ( ) const
Returns this agent’s current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended get_next_path_position once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
int get_current_navigation_path_index ( ) const
Returns which index the agent is currently on in the navigation path’s PackedVector3Array.
NavigationPathQueryResult3D get_current_navigation_result ( ) const
Returns the path query result for the path the agent is currently following.
Vector3 get_final_position ( )
Returns the reachable final position of the current navigation path in global coordinates. This position can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
bool get_navigation_layer_value ( int layer_number ) const
Returns whether or not the specified layer of the navigation_layers bitmask is enabled, given a layer_number
between 1 and 32.
RID get_navigation_map ( ) const
Returns the RID of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use set_navigation_map to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
Vector3 get_next_path_position ( )
Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent’s parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
RID get_rid ( ) const
Returns the RID of this agent on the NavigationServer3D.
bool is_navigation_finished ( )
Returns true if the navigation path’s final position has been reached.
bool is_target_reachable ( )
Returns true if target_position is reachable. The target position is set using target_position.
bool is_target_reached ( ) const
Returns true if target_position is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See get_final_position.
void set_avoidance_layer_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the avoidance_layers bitmask, given a layer_number
between 1 and 32.
void set_avoidance_mask_value ( int mask_number, bool value )
Based on value
, enables or disables the specified mask in the avoidance_mask bitmask, given a mask_number
between 1 and 32.
void set_navigation_layer_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the navigation_layers bitmask, given a layer_number
between 1 and 32.
void set_navigation_map ( RID navigation_map )
Sets the RID of the navigation map this NavigationAgent node should use and also updates the agent
on the NavigationServer.
void set_velocity_forced ( Vector3 velocity )
Replaces the internal velocity in the collision avoidance simulation with velocity
. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.