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NavigationAgent3D¶
A 3D agent used to pathfind to a position while avoiding obstacles.
Description¶
A 3D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.
Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.
Note: After setting the target_position property, the get_next_path_position method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.
Tutorials¶
Properties¶
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BitField<PathMetadataFlags> |
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Methods¶
distance_to_target ( ) const |
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get_avoidance_layer_value ( int layer_number ) const |
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get_avoidance_mask_value ( int mask_number ) const |
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get_current_navigation_path ( ) const |
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get_current_navigation_path_index ( ) const |
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get_current_navigation_result ( ) const |
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get_navigation_layer_value ( int layer_number ) const |
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get_navigation_map ( ) const |
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get_rid ( ) const |
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is_target_reached ( ) const |
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void |
set_avoidance_layer_value ( int layer_number, bool value ) |
void |
set_avoidance_mask_value ( int mask_number, bool value ) |
void |
set_navigation_layer_value ( int layer_number, bool value ) |
void |
set_navigation_map ( RID navigation_map ) |
void |
set_velocity_forced ( Vector3 velocity ) |
Signals¶
link_reached ( Dictionary details )
Notifies when a navigation link has been reached.
The details dictionary may contain the following keys depending on the value of path_metadata_flags:
position
: The start position of the link that was reached.type
: Always NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK.rid
: The RID of the link.owner
: The object which manages the link (usually NavigationLink3D).link_entry_position
: Ifowner
is available and the owner is a NavigationLink3D, it will contain the global position of the link's point the agent is entering.link_exit_position
: Ifowner
is available and the owner is a NavigationLink3D, it will contain the global position of the link's point which the agent is exiting.
navigation_finished ( )
Emitted once per loaded path when the agent internal navigation path index reaches the last index of the loaded path array. The agent internal navigation path index can be received with get_current_navigation_path_index.
path_changed ( )
Emitted when the agent had to update the loaded path:
because path was previously empty.
because navigation map has changed.
because agent pushed further away from the current path segment than the path_max_distance.
target_reached ( )
Emitted once per loaded path when the agent's global position is the first time within target_desired_distance to the target_position.
velocity_computed ( Vector3 safe_velocity )
Notifies when the collision avoidance velocity is calculated. Emitted when velocity is set. Only emitted when avoidance_enabled is true.
waypoint_reached ( Dictionary details )
Notifies when a waypoint along the path has been reached.
The details dictionary may contain the following keys depending on the value of path_metadata_flags:
position
: The position of the waypoint that was reached.type
: The type of navigation primitive (region or link) that contains this waypoint.rid
: The RID of the containing navigation primitive (region or link).owner
: The object which manages the containing navigation primitive (region or link).
Property Descriptions¶
bool avoidance_enabled = false
If true
the agent is registered for an RVO avoidance callback on the NavigationServer3D. When velocity is set and the processing is completed a safe_velocity
Vector3 is received with a signal connection to velocity_computed. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
int avoidance_layers = 1
A bitfield determining the avoidance layers for this NavigationAgent. Other agents with a matching bit on the avoidance_mask will avoid this agent.
int avoidance_mask = 1
A bitfield determining what other avoidance agents and obstacles this NavigationAgent will avoid when a bit matches at least one of their avoidance_layers.
float avoidance_priority = 1.0
The agent does not adjust the velocity for other agents that would match the avoidance_mask but have a lower avoidance_priority. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
bool debug_enabled = false
If true
shows debug visuals for this agent.
Color debug_path_custom_color = Color(1, 1, 1, 1)
If debug_use_custom is true
uses this color for this agent instead of global color.
float debug_path_custom_point_size = 4.0
If debug_use_custom is true
uses this rasterized point size for rendering path points for this agent instead of global point size.
bool debug_use_custom = false
If true
uses the defined debug_path_custom_color for this agent instead of global color.
float height = 1.0
The height of the avoidance agent. Agents will ignore other agents or obstacles that are above or below their current position + height in 2D avoidance. Does nothing in 3D avoidance which uses radius spheres alone.
bool keep_y_velocity = true
If true
, and the agent uses 2D avoidance, it will remember the set y-axis velocity and reapply it after the avoidance step. While 2D avoidance has no y-axis and simulates on a flat plane this setting can help mitigate the most obvious clipping on uneven 3D geometry.
int max_neighbors = 10
The maximum number of neighbors for the agent to consider.
float max_speed = 10.0
The maximum speed that an agent can move.
int navigation_layers = 1
A bitfield determining which navigation layers of navigation regions this agent will use to calculate a path. Changing it during runtime will clear the current navigation path and generate a new one, according to the new navigation layers.
float neighbor_distance = 50.0
The distance to search for other agents.