NavigationRegion2D
Inherits: Node2D < CanvasItem < Node < Object
A traversable 2D region that NavigationAgent2Ds can use for pathfinding.
Description
A traversable 2D region based on a NavigationPolygon that NavigationAgent2Ds can use for pathfinding.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using NavigationServer2D.map_set_edge_connection_margin.
Note: Overlapping two regions’ navigation polygons is not enough for connecting two regions. They must share a similar edge.
The pathfinding cost of entering a region from another region can be controlled with the enter_cost value.
Note: This value is not added to the path cost when the start position is already inside this region.
The pathfinding cost of traveling distances inside this region can be controlled with the travel_cost multiplier.
Note: This node caches changes to its properties, so if you make changes to the underlying region RID in NavigationServer2D, they will not be reflected in this node’s properties.
Tutorials
Properties
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Methods
void | bake_navigation_polygon ( bool on_thread=true ) |
get_avoidance_layer_value ( int layer_number ) const | |
get_navigation_layer_value ( int layer_number ) const | |
get_navigation_map ( ) const | |
get_region_rid ( ) const | |
void | set_avoidance_layer_value ( int layer_number, bool value ) |
void | set_navigation_layer_value ( int layer_number, bool value ) |
void | set_navigation_map ( RID navigation_map ) |
Signals
bake_finished ( )
Emitted when a navigation polygon bake operation is completed.
navigation_polygon_changed ( )
Emitted when the used navigation polygon is replaced or changes to the internals of the current navigation polygon are committed.
Property Descriptions
int avoidance_layers = 1
A bitfield determining all avoidance layers for the avoidance constrain.
bool constrain_avoidance = false
If true
constraints avoidance agent’s with an avoidance mask bit that matches with a bit of the avoidance_layers to the navigation polygon. Due to each navigation polygon outline creating an obstacle and each polygon edge creating an avoidance line constrain keep the navigation polygon shape as simple as possible for performance.
Experimental: This is an experimental feature and should not be used in production as agent’s can get stuck on the navigation polygon corners and edges especially at high frame rate.
bool enabled = true
Determines if the NavigationRegion2D is enabled or disabled.
float enter_cost = 0.0
When pathfinding enters this region’s navigation mesh from another regions navigation mesh the enter_cost value is added to the path distance for determining the shortest path.
int navigation_layers = 1
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with NavigationServer2D.map_get_path.
NavigationPolygon navigation_polygon
void set_navigation_polygon ( NavigationPolygon value )
NavigationPolygon get_navigation_polygon ( )
The NavigationPolygon resource to use.
float travel_cost = 1.0
When pathfinding moves inside this region’s navigation mesh the traveled distances are multiplied with travel_cost for determining the shortest path.
bool use_edge_connections = true
If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.
Method Descriptions
void bake_navigation_polygon ( bool on_thread=true )
Bakes the NavigationPolygon. If on_thread
is set to true
(default), the baking is done on a separate thread.
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_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 current navigation map RID used by this region.
RID get_region_rid ( ) const
Returns the RID of this region on the NavigationServer2D. Combined with NavigationServer2D.map_get_closest_point_owner can be used to identify the NavigationRegion2D closest to a point on the merged navigation map.
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_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 region should use. By default the region will automatically join the World2D default navigation map so this function is only required to override the default map.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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