Inheritance #

NavigationRegion2D
Table of contents

NavigationRegion2D #

is_instantiable, Node2D, Node, core, not_builtin_classes

A traversable 2D region that NavigationAgent2Ds can use for pathfinding.

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.

Members #

var enabled: bool = true#

Determines if the NavigationRegion2D is enabled or disabled.

var enter_cost: float = 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.

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.

The NavigationPolygon resource to use.

var travel_cost: float = 1.0#

When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with travel_cost for determining the shortest path.

var use_edge_connections: bool = 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.

Methods #

func bake_navigation_polygon(on_thread: bool = true) -> void#

Bakes the NavigationPolygon. If on_thread is set to true (default), the baking is done on a separate thread.

const func get_bounds() -> Rect2#

Returns the axis-aligned rectangle for the region's transformed navigation mesh.

const func get_navigation_layer_value(layer_number: int) -> bool#

Returns whether or not the specified layer of the navigation_layers bitmask is enabled, given a layer_number between 1 and 32.

const func get_navigation_map() -> RID#

Returns the current navigation map RID used by this region.

const func get_region_rid() -> RID#

Returns the RID of this region on the NavigationServer2D.

const func get_rid() -> RID#

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.

const func is_baking() -> bool#

Returns true when the NavigationPolygon is being baked on a background thread.

func set_navigation_layer_value(value: bool) -> void#

Based on value, enables or disables the specified layer in the navigation_layers bitmask, given a layer_number between 1 and 32.

func set_navigation_map(navigation_map: RID) -> void#

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.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

signal bake_finished()#

Emitted when a navigation polygon bake operation is completed.

Emitted when the used navigation polygon is replaced or changes to the internals of the current navigation polygon are committed.

Theme Items #

Tutorials #