Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Provides parameters for 2D navigation path queries.
By changing various properties of this object, such as the start and target position, you can configure path queries to the NavigationServer2D.
PathfindingAlgorithm PATHFINDING_ALGORITHM_ASTAR =
The path query uses the default A* pathfinding algorithm.
PathPostProcessing PATH_POSTPROCESSING_CORRIDORFUNNEL =
Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.
PathPostProcessing PATH_POSTPROCESSING_EDGECENTERED =
Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.
PathMetadataFlags PATH_METADATA_INCLUDE_NONE =
Don't include any additional metadata about the returned path.
PathMetadataFlags PATH_METADATA_INCLUDE_TYPES =
Include the type of navigation primitive (region or link) that each point of the path goes through.
PathMetadataFlags PATH_METADATA_INCLUDE_RIDS =
Include the RIDs of the regions and links that each point of the path goes through.
PathMetadataFlags PATH_METADATA_INCLUDE_OWNERS =
ObjectIDs of the Objects which manage the regions and links each point of the path goes through.
PathMetadataFlags PATH_METADATA_INCLUDE_ALL =
Include all available metadata about the returned path.
RID map =
map RID used in the path query.