NavigationRegion3D¶
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 ( bool on_thread=true ) |
get_navigation_layer_value ( int layer_number ) const |
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get_navigation_map ( ) const |
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get_region_rid ( ) const |
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void |
set_navigation_layer_value ( int layer_number, bool value ) |
void |
set_navigation_map ( RID navigation_map ) |
Signals¶
bake_finished ( )
Notifies when the navigation mesh bake operation is completed.
navigation_mesh_changed ( )
Notifies when the NavigationMesh has changed.
Property Descriptions¶
bool enabled = true
Determines if the NavigationRegion3D 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 NavigationServer3D.map_get_path.
NavigationMesh navigation_mesh
void set_navigation_mesh ( NavigationMesh value )
NavigationMesh get_navigation_mesh ( )
The NavigationMesh 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_mesh ( bool on_thread=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 becaus