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- .. _doc_navigation_overview_2d:
- 2D navigation overview
- ======================
- Godot provides multiple objects, classes and servers to facilitate grid-based or mesh-based navigation and pathfinding for 2D and 3D games.
- The following section provides a quick overview over all available navigation related objects in Godot for 2D scenes and their primary use.
- Godot provides the following objects and classes for 2D navigation:
- - :ref:`Astar2D<class_Astar2D>`
- ``Astar2D`` objects provide an option to find the shortest path in a graph of weighted **points**.
- The AStar2D class is best suited for cell-based 2D gameplay that does not require actors to reach any possible position within an area but only predefined, distinct positions.
- - :ref:`AstarGrid2D<class_AstarGrid2D>`
- ``AstarGrid2D`` is a variant of AStar2D that is specialized for partial 2D grids.
- AstarGrid2D is simpler to use when applicable because it doesn't require you to manually create points and connect them together.
- - :ref:`NavigationServer2D<class_NavigationServer2D>`
- ``NavigationServer2D`` provides a powerful server API to find the shortest path between two positions on an area defined by a navigation mesh.
- The NavigationServer is best suited for 2D realtime gameplay that does require actors to reach any possible position within a navigation mesh defined area.
- Mesh-based navigation scales well with large game worlds as a large area can often be defined with a single polygon when it would require many, many grid cells.
- The NavigationServer holds different navigation maps that each consist of regions that hold navigation mesh data.
- Agents can be placed on a map for avoidance calculation.
- RIDs are used to reference internal maps, regions, and agents when communicating with the server.
- The following NavigationServer RID types are available.
- - NavMap RID
- Reference to a specific navigation map that holds regions and agents.
- The map will attempt to join the navigation meshes of the regions by proximity.
- The map will synchronize regions and agents each physics frame.
- - NavRegion RID
- Reference to a specific navigation region that can hold navigation mesh data.
- The region can be enabled / disabled or the use restricted with a navigation layer bitmask.
- - NavLink RID
- Reference to a specific navigation link that connects two navigation mesh positions over arbitrary distances.
- - NavAgent RID
- Reference to a specific avoidance agent.
- The avoidance is specified by a radius value.
- - NavObstacle RID
- Reference to a specific avoidance obstacle used to affect and constrain the avoidance velocity of agents.
- The following scene tree nodes are available as helpers to work with the NavigationServer2D API.
- - :ref:`NavigationRegion2D<class_NavigationRegion2D>` Node
- A Node that holds a NavigationPolygon resource that defines a navigation mesh for the NavigationServer2D.
- - The region can be enabled / disabled.
- - The use in pathfinding can be further restricted through the ``navigation_layers`` bitmask.
- - The NavigationServer2D will join the navigation meshes of regions by proximity for a combined navigation mesh.
- - :ref:`NavigationLink2D<class_NavigationLink2D>` Node
- A Node that connects two positions on navigation meshes over arbitrary distances for pathfinding.
- - The link can be enabled / disabled.
- - The link can be made one-way or bidirectional.
- - The use in pathfinding can be further restricted through the ``navigation_layers`` bitmask.
- Links tell the pathfinding that a connection exists and at what cost. The actual agent handling and movement needs to happen in custom scripts.
- - :ref:`NavigationAgent2D<class_NavigationAgent2D>` Node
- A helper Node used to facilitate common NavigationServer2D API calls for pathfinding and avoidance.
- Use this Node with a Node2D inheriting parent Node.
- - :ref:`NavigationObstacle2D<class_NavigationObstacle2D>` Node
- A Node that can be used to affect and constrain the avoidance velocity of avoidance enabled agents.
- This Node does NOT affect the pathfinding of agents. You need to change the navigation meshes for that instead.
- The 2D navigation meshes are defined with the following resources:
- - :ref:`NavigationPolygon<class_NavigationPolygon>` Resource
- A resource that holds 2D navigation mesh data.
- It provides polygon drawing tools to allow defining navigation areas inside the Editor as well as at runtime.
- - The NavigationRegion2D Node uses this resource to define its navigation area.
- - The NavigationServer2D uses this resource to update the navigation mesh of individual regions.
- - The TileSet Editor creates and uses this resource internally when defining tile navigation areas.
- .. seealso::
- You can see how 2D navigation works in action using the
- `2D Navigation Polygon <https://github.com/godotengine/godot-demo-projects/tree/master/2d/navigation>`__
- and `Grid-based Navigation with AStarGrid2D <https://github.com/godotengine/godot-demo-projects/tree/master/2d/navigation_astar>`__
- demo projects.
- Setup for 2D scene
- ------------------
- The following steps show the basic setup for minimal viable navigation in 2D.
- It uses the NavigationServer2D and a NavigationAgent2D for path movement.
- #. Add a NavigationRegion2D Node to the scene.
- #. Click on the region node and add a new NavigationPolygon Resource to the region node.
- .. image:: img/nav_2d_min_setup_step1.png
- #. Define the movable navigation area with the NavigationPolygon draw tool. Then click
- the `Bake NavigationPolygon`` button on the toolbar.
- .. image:: img/nav_2d_min_setup_step2.png
- .. note::
- The navigation mesh defines the area where an actor can stand and move with its center.
- Leave enough margin between the navigation polygon edges and collision objects to not get path following actors repeatedly stuck on collision.
- #. Add a CharacterBody2D node in the scene with a basic collision shape and a sprite or mesh
- for visuals.
- #. Add a NavigationAgent2D node below the character node.
- .. image:: img/nav_2d_min_setup_step3.webp
- #. Add the following script to the CharacterBody2D node. We make sure to set a movement target
- after the scene has fully loaded and the NavigationServer had time to sync.
- .. tabs::
- .. code-tab:: gdscript GDScript
- extends CharacterBody2D
- var movement_speed: float = 200.0
- var movement_target_position: Vector2 = Vector2(60.0,180.0)
- @onready var navigation_agent: NavigationAgent2D = $NavigationAgent2D
- func _ready():
- # These values need to be adjusted for the actor's speed
- # and the navigation layout.
- navigation_agent.path_desired_distance = 4.0
- navigation_agent.target_desired_distance = 4.0
- # Make sure to not await during _ready.
- actor_setup.call_deferred()
- func actor_setup():
- # Wait for the first physics frame so the NavigationServer can sync.
- await get_tree().physics_frame
- # Now that the navigation map is no longer empty, set the movement target.
- set_movement_target(movement_target_position)
- func set_movement_target(movement_target: Vector2):
- navigation_agent.target_position = movement_target
- func _physics_process(delta):
- if navigation_agent.is_navigation_finished():
- return
- var current_agent_position: Vector2 = global_position
- var next_path_position: Vector2 = navigation_agent.get_next_path_position()
- velocity = current_agent_position.direction_to(next_path_position) * movement_speed
- move_and_slide()
- .. code-tab:: csharp C#
- using Godot;
- public partial class MyCharacterBody2D : CharacterBody2D
- {
- private NavigationAgent2D _navigationAgent;
- private float _movementSpeed = 200.0f;
- private Vector2 _movementTargetPosition = new Vector2(70.0f, 226.0f);
- public Vector2 MovementTarget
- {
- get { return _navigationAgent.TargetPosition; }
- set { _navigationAgent.TargetPosition = value; }
- }
- public override void _Ready()
- {
- base._Ready();
- _navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
- // These values need to be adjusted for the actor's speed
- // and the navigation layout.
- _navigationAgent.PathDesiredDistance = 4.0f;
- _navigationAgent.TargetDesiredDistance = 4.0f;
- // Make sure to not await during _Ready.
- Callable.From(ActorSetup).CallDeferred();
- }
- public override void _PhysicsProcess(double delta)
- {
- base._PhysicsProcess(delta);
- if (_navigationAgent.IsNavigationFinished())
- {
- return;
- }
- Vector2 currentAgentPosition = GlobalTransform.Origin;
- Vector2 nextPathPosition = _navigationAgent.GetNextPathPosition();
- Velocity = currentAgentPosition.DirectionTo(nextPathPosition) * _movementSpeed;
- MoveAndSlide();
- }
- private async void ActorSetup()
- {
- // Wait for the first physics frame so the NavigationServer can sync.
- await ToSignal(GetTree(), SceneTree.SignalName.PhysicsFrame);
- // Now that the navigation map is no longer empty, set the movement target.
- MovementTarget = _movementTargetPosition;
- }
- }
- .. note::
- On the first frame the NavigationServer map has not synchronized region data and any path query will return empty. Wait for the NavigationServer synchronization by awaiting one frame in the script.
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