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NavigationRegion3D
Experimental: This class may be changed or removed in future versions.
Inherits: Node3D < Node < Object
A traversable 3D region that NavigationAgent3Ds can use for pathfinding.
Description
A traversable 3D region based on a NavigationMesh that NavigationAgent3Ds 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 NavigationServer3D.map_set_edge_connection_margin.
Note: Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge.
The cost of entering this 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 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 NavigationServer3D, they will not be reflected in this node's properties.
Tutorials
Properties
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Methods
void |
bake_navigation_mesh(on_thread: bool = true) |
get_navigation_layer_value(layer_number: int) const |
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get_navigation_map() const |
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get_region_rid() const |
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get_rid() const |
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is_baking() const |
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void |
set_navigation_layer_value(layer_number: int, value: bool) |
void |
set_navigation_map(navigation_map: RID) |
Signals
bake_finished() 🔗
Notifies when the navigation mesh bake operation is completed.
navigation_mesh_changed() 🔗
Notifies when the NavigationMesh has changed.
Property Descriptions
Determines if the NavigationRegion3D is enabled or disabled.
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.
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with NavigationServer3D.map_get_path.
NavigationMesh navigation_mesh 🔗
void set_navigation_mesh(value: NavigationMesh)
NavigationMesh get_navigation_mesh()
The NavigationMesh resource to use.
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_mesh(on_thread: bool = true) 🔗
Bakes the NavigationMesh. If on_thread
is set to true
(default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new NavigationMesh. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as Web with threads disabled).
bool get_navigation_layer_value(layer_number: int) 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.
Deprecated: Use get_rid instead.
Returns the RID of this region on the NavigationServer3D.
Returns the RID of this region on the NavigationServer3D. Combined with NavigationServer3D.map_get_closest_point_owner can be used to identify the NavigationRegion3D closest to a point on the merged navigation map.
Returns true
when the NavigationMesh is being baked on a background thread.
void set_navigation_layer_value(layer_number: int, value: bool) 🔗
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(navigation_map: RID) 🔗
Sets the RID of the navigation map this region should use. By default the region will automatically join the World3D default navigation map so this function is only required to override the default map.