Navigation & Pathfinding
NavigationServer-powered pathfinding with avoidance and dynamic obstacles define robust AI movement.
Available Scripts
dynamic_nav_manager.gd
Expert runtime navigation mesh updates for moving platforms.
NEVER Do in Navigation & Pathfinding
- NEVER set
target_positionbefore awaiting physics frame — NavigationServer not ready in_ready()? Path fails silently. MUSTcall_deferred()thenawait get_tree().physics_frame. - NEVER use
NavigationRegion2D.bake_navigation_polygon()at runtime — Synchronous baking freezes game for 100+ ms. UseNavigationServer2Dfor dynamic updates OR pre-bake. - NEVER forget to check
is_navigation_finished()— Callingget_next_path_position()after reaching target = stale path, AI walks to old position. - NEVER use
avoidance_enabledwithout setting radius — Default radius = 0, agent passes through others. Setnav_agent.radius = collision_shape.radiusfor proper avoidance. - NEVER poll
target_positionevery frame for chase AI — Setting target 60x/sec = path recalculation spam. Use timer (0.2s intervals) or distance threshold for updates. - NEVER assume path exists — Target unreachable (blocked by walls)?
get_next_path_position()returns invalid. Checkis_target_reachable()or validate path length.
2D Navigation
# Scene structure:
# Node2D (Level)
# ├─ NavigationRegion2D
# │ └─ Polygon2D (draw walkable area)
# └─ CharacterBody2D (Enemy)
# └─ NavigationAgent2D
Setup NavigationRegion2D:
- Add
NavigationRegion2Dnode - Create New NavigationPolygon
- Click "Edit" → Draw walkable area
- Bake navigation mesh
Basic AI Movement
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 200.0
var target_position: Vector2
func _ready() -> void:
# Wait for navigation to be ready
call_deferred("setup_navigation")
func setup_navigation() -> void:
await get_tree().physics_frame
nav_agent.target_position = target_position
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()
func set_target(pos: Vector2) -> void:
target_position = pos
nav_agent.target_position = pos
NavigationAgent Properties
# Path recalculation
nav_agent.path_desired_distance = 10.0
nav_agent.target_desired_distance = 10.0
# Avoidance
nav_agent.radius = 20.0
nav_agent.avoidance_enabled = true
# Performance
nav_agent.path_max_distance = 500.0
Advanced Patterns
Chase Player
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 150.0
@export var chase_range := 300.0
var player: Node2D
func _physics_process(delta: float) -> void:
if not player:
return
var distance := global_position.distance_to(player.global_position)
if distance <= chase_range:
nav_agent.target_position = player.global_position
if not nav_agent.is_navigation_finished():
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()
Patrol Points
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var patrol_points: Array[Vector2] = []
@export var speed := 100.0
var current_point_index := 0
func _ready() -> void:
if patrol_points.size() > 0:
nav_agent.target_position = patrol_points[0]
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
_go_to_next_patrol_point()
return
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()
func _go_to_next_patrol_point() -> void:
current_point_index = (current_point_index + 1) % patrol_points.size()
nav_agent.target_position = patrol_points[current_point_index]
3D Navigation
extends CharacterBody3D
@onready var nav_agent := $NavigationAgent3D
@export var speed := 5.0
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()
Dynamic Obstacles
# Add NavigationObstacle2D to moving objects
# Scene:
# CharacterBody2D (MovingPlatform)
# └─ NavigationObstacle2D
# Navigation automatically updates around it
Signals
func _ready() -> void:
nav_agent.velocity_computed.connect(_on_velocity_computed)
nav_agent.navigation_finished.connect(_on_navigation_finished)
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func _on_navigation_finished() -> void:
print("Reached destination")
Best Practices
1. Defer Navigation Setup
# ✅ Good - wait for navigation to initialize
func _ready() -> void:
call_deferred("setup_nav")
func setup_nav() -> void:
await get_tree().physics_frame
nav_agent.target_position = target
2. Check if Path Exists
if not nav_agent.is_target_reachable():
print("Target unreachable!")
3. Use Avoidance for Crowds
nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.max_neighbors = 10
Reference
Related
- Master Skill: godot-master