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.
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Using NavigationRegions¶
NavigationRegions are the visual Node representation of a region of the navigation map on the NavigationServer. Each NavigationRegion node holds a resource for the navigation mesh data.
Both 2D and 3D version are available as NavigationRegion2D and NavigationRegion3D respectively.
Individual NavigationRegions upload their 2D NavigationPolygon or 3D NavigationMesh resource data to the NavigationServer. The NavigationServer map turns this information into a combined navigation map for pathfinding.
To create a navigation region using the scene tree add a NavigationRegion2D
or NavigationRegion3D
node to the scene.
All regions require a navigation mesh resource to function. See Using navigation meshes to learn how to create and apply navigation meshes.
NavigationRegions will automatically push global_transform
changes to the region on the NavigationServer which makes them suitable for moving platforms.
The NavigationServer will attempt to connect the navigation meshes of individual regions when they are close enough. For more details see Connecting navigation meshes.
To connect NavigationRegions over arbitrary distances see Using NavigationLinks to learn how to create and use NavigationLinks
.
Warning
While changing the transform of a NavigationRegion node does update the region position on the NavigationServer, changing the scale does not. A navigation mesh resource has no scale and needs to be fully updated when source geometry changes scale.
Regions can be enabled / disabled and if disabled will not contribute to future pathfinding queries.
Note
Existing paths will not be automatically updated when a region gets enabled / disabled.
Creating new navigation regions¶
New NavigationRegion nodes will automatically register to the default world navigation map for their 2D/3D dimension.
The region RID can then be obtained from NavigationRegion Nodes with get_rid()
.
extends NavigationRegion2D
var navigationserver_region_rid: RID = get_rid()
public partial class MyNavigationRegion2D : NavigationRegion2D
{
public override void _Ready()
{
Rid navigationServerRegionRid = GetRid();
}
}
extends NavigationRegion3D
var navigationserver_region_rid: RID = get_rid()
public partial class MyNavigationRegion3D : NavigationRegion3D
{
public override void _Ready()
{
Rid navigationServerRegionRid = GetRid();
}
}
New regions can also be created with the NavigationServer API and added to any existing map.
If regions are created with the NavigationServer API directly they need to be assigned a navigation map manually.
extends Node2D
func _ready() -> void:
var new_region_rid: RID = NavigationServer2D.region_create()
var default_map_rid: RID = get_world_2d().get_navigation_map()
NavigationServer2D.region_set_map(new_region_rid, default_map_rid)
public partial class MyNode2D : Node2D
{
public override void _Ready()
{
Rid newRegionRid = NavigationServer2D.RegionCreate();
Rid defaultMapRid = GetWorld2D().NavigationMap;
NavigationServer2D.RegionSetMap(newRegionRid, defaultMapRid);
}
}
extends Node3D
func _ready() -> void:
var new_region_rid: RID = NavigationServer3D.region_create()
var default_map_rid: RID = get_world_3d().get_navigation_map()
NavigationServer3D.region_set_map(new_region_rid, default_map_rid)
public partial class MyNode3D : Node3D
{
public override void _Ready()
{
Rid newRegionRid = NavigationServer3D.RegionCreate();
Rid defaultMapRid = GetWorld3D().NavigationMap;
NavigationServer3D.RegionSetMap(newRegionRid, defaultMapRid);
}
}
Note
Navigation regions can only be assigned to a single navigation map. If an existing region is assigned to a new navigation map it will leave the old map.