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A NavigationMap is an abstract navigation world on the NavigationServer identified by a NavigationServer RID.
A map can hold and connect a near infinite number of navigation regions with navigation meshes to build the traversable areas of a game world for pathfinding.
A map can contain avoidance agents. Collision avoidance will be calculated based on the agents present in the map.
Note
Different NavigationMaps are completely isolated from each other but navigation regions
and avoidance agents can switch between different maps. Switches will become effective on NavigationServer synchronization.
The NavigationServer can create and support as many navigation maps as required for specific gameplay.
Additional navigation maps are created and handled by using the NavigationServer API
directly e.g. to support different avoidance agent or actor locomotion types.
Each navigation map individually synchronizes queued changes to its navigation regions and avoidance agents.
A navigation map that has not received changes will consume little to no processing time.
Navigation regions and avoidance agents can only be part of a single navigation map but they can switch map at any time.
Note
A navigation map switch will take effect only after the next NavigationServer synchronization.