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- .. _doc_navigation_using_navigationlinks:
- Using NavigationLinks
- =====================
- .. image:: img/nav_navmesh_links.png
- NavigationLinks are used to connect navigation mesh polygons from :ref:`NavigationRegion2D<class_NavigationRegion2D>`
- and :ref:`NavigationRegion3D<class_NavigationRegion3D>` over arbitrary distances for pathfinding.
- NavigationLinks are also used to consider movement shortcuts in pathfinding available through
- interacting with gameplay objects e.g. ladders, jump pads or teleports.
- 2D and 3D versions of NavigationJumplinks nodes are available as
- :ref:`NavigationLink2D<class_NavigationLink2D>` and
- :ref:`NavigationLink3D<class_NavigationLink3D>` respectively.
- Different NavigationRegions can connect their navigation meshes without the need for a NavigationLink
- as long as they are within navigation map ``edge_connection_margin`` and have compatible ``navigation_layers``.
- As soon as the distance becomes too large, building valid connections becomes a problem - a problem that NavigationLinks can solve.
- See :ref:`doc_navigation_using_navigationregions` to learn more about the use of navigation regions.
- See :ref:`doc_navigation_connecting_navmesh` to learn more about how to connect navigation meshes.
- .. image:: img/nav_link_properties.png
- NavigationLinks share many properties with NavigationRegions like ``navigation_layers``.
- NavigationLinks add a single connection between two positions over an arbitrary distance
- compared to NavigationRegions that add a more local traversable area with a navigation mesh resource.
- NavigationLinks have a ``start_position`` and ``end_position`` and can go in both directions when ``bidirectional`` is enabled.
- When placed a navigationlink connects the navigation mesh polygons closest to its ``start_position`` and ``end_position`` within search radius for pathfinding.
- The polygon search radius can be configured globally in the ProjectSettings under ``navigation/2d_or_3d/default_link_connection_radius``
- or set for each navigation **map** individually using the ``NavigationServer.map_set_link_connection_radius()`` function.
- Both ``start_position`` and ``end_position`` have debug markers in the Editor.
- The visible radius of a position shows the polygon search radius.
- All navigation mesh polygons inside are compared and the closest is picked for the edge connection.
- If no valid polygon is found within the search radius the navigation link gets disabled.
- .. image:: img/nav_link_debug_visuals.png
- The link debug visuals can be changed in the Editor :ref:`ProjectSettings<class_ProjectSettings>` under ``debug/shapes/navigation``.
- The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu.
- .. note::
- NavigationLinks do not move agents between the two link positions by themselves.
- A navigation link does not provide any automated movement through the link. Instead, when
- an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent
- to move through the link to end up at the links other position (e.g. through teleport or animation) to continue along the path.
- Navigation link script templates
- --------------------------------
- The following script uses the NavigationServer to create a new navigation link.
- .. tabs::
- .. code-tab:: gdscript 2D GDScript
- extends Node2D
- var link_rid: RID
- var link_start_position: Vector2
- var link_end_position: Vector2
- func _ready() -> void:
- link_rid = NavigationServer2D.link_create()
- var link_owner_id: int = get_instance_id()
- var link_enter_cost: float = 1.0
- var link_travel_cost: float = 1.0
- var link_navigation_layers: int = 1
- var link_bidirectional: bool = true
- NavigationServer2D.link_set_owner_id(link_rid, link_owner_id)
- NavigationServer2D.link_set_enter_cost(link_rid, link_enter_cost)
- NavigationServer2D.link_set_travel_cost(link_rid, link_travel_cost)
- NavigationServer2D.link_set_navigation_layers(link_rid, link_navigation_layers)
- NavigationServer2D.link_set_bidirectional(link_rid, link_bidirectional)
- # Enable the link and set it to the default navigation map.
- NavigationServer2D.link_set_enabled(link_rid, true)
- NavigationServer2D.link_set_map(link_rid, get_world_2d().get_navigation_map())
- # Move the 2 link positions to their intended global positions.
- NavigationServer2D.link_set_start_position(link_rid, link_start_position)
- NavigationServer2D.link_set_end_position(link_rid, link_end_position)
- .. code-tab:: gdscript 3D GDScript
- extends Node3D
- var link_rid: RID
- var link_start_position: Vector3
- var link_end_position: Vector3
- func _ready() -> void:
- link_rid = NavigationServer3D.link_create()
- var link_owner_id: int = get_instance_id()
- var link_enter_cost: float = 1.0
- var link_travel_cost: float = 1.0
- var link_navigation_layers: int = 1
- var link_bidirectional: bool = true
- NavigationServer3D.link_set_owner_id(link_rid, link_owner_id)
- NavigationServer3D.link_set_enter_cost(link_rid, link_enter_cost)
- NavigationServer3D.link_set_travel_cost(link_rid, link_travel_cost)
- NavigationServer3D.link_set_navigation_layers(link_rid, link_navigation_layers)
- NavigationServer3D.link_set_bidirectional(link_rid, link_bidirectional)
- # Enable the link and set it to the default navigation map.
- NavigationServer3D.link_set_enabled(link_rid, true)
- NavigationServer3D.link_set_map(link_rid, get_world_3d().get_navigation_map())
- # Move the 2 link positions to their intended global positions.
- NavigationServer3D.link_set_start_position(link_rid, link_start_position)
- NavigationServer3D.link_set_end_position(link_rid, link_end_position)
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