Table of Contents

Class NavigationRegion3D

Namespace
Godot
Assembly
GodotSharp.dll

A traversable 3D region based on a NavigationMesh that NavigationAgent3Ds can use for pathfinding.

Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using MapSetEdgeConnectionMargin(Rid, float).

Note: Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge.

The cost of entering this region from another region can be controlled with the EnterCost value.

Note: This value is not added to the path cost when the start position is already inside this region.

The cost of traveling distances inside this region can be controlled with the TravelCost multiplier.

Note: This node caches changes to its properties, so if you make changes to the underlying region Rid in NavigationServer3D, they will not be reflected in this node's properties.

public class NavigationRegion3D : Node3D, IDisposable
Inheritance
NavigationRegion3D
Implements
Inherited Members

Constructors

NavigationRegion3D()

public NavigationRegion3D()

Properties

Enabled

Determines if the NavigationRegion3D is enabled or disabled.

public bool Enabled { get; set; }

Property Value

bool

EnterCost

When pathfinding enters this region's navigation mesh from another regions navigation mesh the EnterCost value is added to the path distance for determining the shortest path.

public float EnterCost { get; set; }

Property Value

float

NavigationLayers

A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with MapGetPath(Rid, Vector3, Vector3, bool, uint).

public uint NavigationLayers { get; set; }

Property Value

uint

NavigationMesh

The NavigationMesh resource to use.

public NavigationMesh NavigationMesh { get; set; }

Property Value

NavigationMesh

TravelCost

When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with TravelCost for determining the shortest path.

public float TravelCost { get; set; }

Property Value

float

UseEdgeConnections

If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

public bool UseEdgeConnections { get; set; }

Property Value

bool

Methods

BakeNavigationMesh(bool)

Bakes the NavigationMesh. If onThread is set to true (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new NavigationMesh. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as Web with threads disabled).

public void BakeNavigationMesh(bool onThread = true)

Parameters

onThread bool

GetNavigationLayerValue(int)

Returns whether or not the specified layer of the NavigationLayers bitmask is enabled, given a layerNumber between 1 and 32.

public bool GetNavigationLayerValue(int layerNumber)

Parameters

layerNumber int

Returns

bool

GetNavigationMap()

Returns the current navigation map Rid used by this region.

public Rid GetNavigationMap()

Returns

Rid

GetRegionRid()

Returns the Rid of this region on the NavigationServer3D.

Deprecated. Use GetRid() instead.

[Obsolete("This method is deprecated.")]
public Rid GetRegionRid()

Returns

Rid

GetRid()

Returns the Rid of this region on the NavigationServer3D. Combined with MapGetClosestPointOwner(Rid, Vector3) can be used to identify the NavigationRegion3D closest to a point on the merged navigation map.

public Rid GetRid()

Returns

Rid

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

SetNavigationLayerValue(int, bool)

Based on value, enables or disables the specified layer in the NavigationLayers bitmask, given a layerNumber between 1 and 32.

public void SetNavigationLayerValue(int layerNumber, bool value)

Parameters

layerNumber int
value bool

SetNavigationMap(Rid)

Sets the Rid of the navigation map this region should use. By default the region will automatically join the World3D default navigation map so this function is only required to override the default map.

public void SetNavigationMap(Rid navigationMap)

Parameters

navigationMap Rid

Events

BakeFinished

Notifies when the navigation mesh bake operation is completed.

public event Action BakeFinished

Event Type

Action

NavigationMeshChanged

Notifies when the NavigationMesh has changed.

public event Action NavigationMeshChanged

Event Type

Action