--- name: godot-navigation-pathfinding description: "Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle." --- # Navigation & Pathfinding NavigationServer-powered pathfinding with avoidance and dynamic obstacles define robust AI movement. ## Available Scripts ### [dynamic_nav_manager.gd](scripts/dynamic_nav_manager.gd) Expert runtime navigation mesh updates for moving platforms. ### [server_navigation_setup.gd](scripts/server_navigation_setup.gd) Low-level `NavigationServer3D` usage (bypassing nodes). Creates maps, regions, and registers navmeshes entirely via RID for maximum performance. ### [async_dynamic_baking.gd](scripts/async_dynamic_baking.gd) Expert logic for `bake_from_source_geometry_data_async`. Parses geometry on main thread then bakes in background to prevent procedural-gen stutters. ### [memory_optimized_queries.gd](scripts/memory_optimized_queries.gd) Pattern for reusing `NavigationPathQueryParameters3D` and `NavigationPathQueryResult3D` objects to prevent frame-by-frame GC allocations. ### [terrain_cost_manager.gd](scripts/terrain_cost_manager.gd) Controlling pathfinding logic using `region_set_enter_cost` and `region_set_travel_cost` to define high-penalty areas (mud, fire, water). ### [low_level_avoidance.gd](scripts/low_level_avoidance.gd) Direct RVO (Reciprocal Velocity Obstacles) registration using server-side agents. Uses `NavigationServer3D.agent_set_avoidance_callback` for high-performance avoidance. ### [moving_obstacle_server.gd](scripts/moving_obstacle_server.gd) Dynamic obstacle registration (e.g. for projectiles or rolling hazards) that push RVO agents away without full navmesh baking. ### [nav_link_traversal.gd](scripts/nav_link_traversal.gd) Advanced handling of `NavigationLink3D` for jumps, teleports, and elevators. Detects link traversal and overrides standard movement. ### [layer_mask_navigation.gd](scripts/layer_mask_navigation.gd) Architecture for multi-type navigation (e.g. Flying vs Walking vs Swimming) using 32-bit navigation layers and bitmasks. ### [agent_stuck_detection.gd](scripts/agent_stuck_detection.gd) Robust AI recovery logic. Detects distance-over-time stalls and triggers jitter recovery or path recalculation. ### [group_avoidance_formations.gd](scripts/group_avoidance_formations.gd) Coordinating crowd behavior. Strategies for avoiding individual agent clumping by using leader-relative target offsets. ## NEVER Do in Navigation & Pathfinding - **NEVER set `target_position` before awaiting physics frame** — NavigationServer not ready in `_ready()`? Path fails silently. MUST `call_deferred()` then `await get_tree().physics_frame`. - **NEVER use `NavigationRegion2D.bake_navigation_polygon()` at runtime** — Synchronous baking freezes game for 100+ ms. Use `NavigationServer.bake_from_source_geometry_data_async()` for stutter-free updates. - **NEVER forget to check `is_navigation_finished()`** — Calling `get_next_path_position()` after reaching target = stale path, AI walks to old position. - **NEVER use `avoidance_enabled` without setting radius** — Default radius = 0, agent passes through others. Set `nav_agent.radius = collision_shape.radius` for proper avoidance. - **NEVER poll `target_position` every 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. Check `is_target_reachable()` or validate path length. - **NEVER use heavy node-based navigation for thousands of simple entities** — Use `NavigationServer3D/2D` RIDs directly to bypass node overhead. - **NEVER call `get_path()` every frame** — Use `query_path()` with reused `NavigationPathQueryResult` objects to prevent massive heap allocation and GC pressure. - **NEVER leave 'enter_cost' at 0 for high-penalty areas** — Use costs to make AI prefer logical paths (roads over water) instead of just shortest geometric distance. - **NEVER ignore `agent_set_avoidance_callback`** — Always use the callback for safe velocity computation to avoid synchronization issues and "jittery" movement. --- ### 2D Navigation ```gdscript # Scene structure: # Node2D (Level) # ├─ NavigationRegion2D # │ └─ Polygon2D (draw walkable area) # └─ CharacterBody2D (Enemy) # └─ NavigationAgent2D ``` **Setup NavigationRegion2D:** 1. Add `NavigationRegion2D` node 2. Create **New NavigationPolygon** 3. Click "Edit" → Draw walkable area 4. Bake navigation mesh ### Basic AI Movement ```gdscript 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 ```gdscript # 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 ```gdscript 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 ```gdscript 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 ```gdscript 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 ```gdscript # Add NavigationObstacle2D to moving objects # Scene: # CharacterBody2D (MovingPlatform) # └─ NavigationObstacle2D # Navigation automatically updates around it ``` ## Signals ```gdscript 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 ```gdscript # ✅ 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 ```gdscript if not nav_agent.is_target_reachable(): print("Target unreachable!") ``` ### 3. Use Avoidance for Crowds ```gdscript nav_agent.avoidance_enabled = true nav_agent.radius = 20.0 nav_agent.max_neighbors = 10 ``` ## Expert Navigation Architectures ### 1. Crowd Collision (Server-Side Avoidance) For massive crowds, bypass node-based overhead by communicating directly with `NavigationServer3D`. Configure native server-side agents with RVO (Reciprocal Velocity Obstacle) parameters like `neighbor_distance` and `max_neighbors`. ```gdscript class_name CrowdAgent3D extends CharacterBody3D ## A completely node-less avoidance agent using the NavigationServer3D API. @export var max_speed: float = 4.0 var _server_agent_rid: RID func _ready() -> void: # Create the agent on the server and assign it to the default map. _server_agent_rid = NavigationServer3D.agent_create() NavigationServer3D.agent_set_map(_server_agent_rid, get_world_3d().get_navigation_map()) # Enable avoidance and set physical dimensions. NavigationServer3D.agent_set_avoidance_enabled(_server_agent_rid, true) NavigationServer3D.agent_set_radius(_server_agent_rid, 0.5) NavigationServer3D.agent_set_max_speed(_server_agent_rid, max_speed) # Crowd Tuning: Configure neighbor detection. NavigationServer3D.agent_set_neighbor_distance(_server_agent_rid, 50.0) NavigationServer3D.agent_set_max_neighbors(_server_agent_rid, 20) # Time horizons: How far ahead to predict agent/obstacle collisions. NavigationServer3D.agent_set_time_horizon_agents(_server_agent_rid, 1.0) NavigationServer3D.agent_set_time_horizon_obstacles(_server_agent_rid, 0.5) # Bind callback to safely receive computed velocity. NavigationServer3D.agent_set_avoidance_callback(_server_agent_rid, _on_velocity_computed) func _physics_process(_delta: float) -> void: # Determine desired velocity towards target. var preferred_velocity: Vector3 = Vector3.FORWARD * max_speed NavigationServer3D.agent_set_velocity(_server_agent_rid, preferred_velocity) func _on_velocity_computed(safe_velocity: Vector3) -> void: velocity = safe_velocity move_and_slide() func _exit_tree() -> void: if _server_agent_rid.is_valid(): NavigationServer3D.free_rid(_server_agent_rid) ``` ### 2. Projected Obstacles (Dynamic NavMesh Carving) To remove areas from the navigation mesh dynamically (e.g., impact craters), inject a "Projected Obstruction" into the `NavigationMeshSourceGeometryData3D`. Setting `carve` to `true` cuts a hole precisely matching the geometry. ```gdscript class_name NavMeshCarver3D extends Node3D ## Dynamically carves holes into the NavMesh for permanent environmental changes. @export var nav_region: NavigationRegion3D var _source_geometry := NavigationMeshSourceGeometryData3D.new() var _is_baking: bool = false func carve_projectile_impact(impact_pos: Vector3, radius: float) -> void: if _is_baking: return _is_baking = true _source_geometry.clear() # Parse existing geometry and add a carved obstruction. NavigationServer3D.parse_source_geometry_data(nav_region.navigation_mesh, _source_geometry, nav_region) var outline := PackedVector3Array([ impact_pos + Vector3(-radius, 0, -radius), impact_pos + Vector3(radius, 0, -radius), impact_pos + Vector3(radius, 0, radius), impact_pos + Vector3(-radius, 0, radius) ]) _source_geometry.add_projected_obstruction(outline, impact_pos.y, 10.0, true) # Bake asynchronously to prevent frame stuttering. NavigationServer3D.bake_from_source_geometry_data_async( nav_region.navigation_mesh, _source_geometry, _on_bake_finished ) func _on_bake_finished() -> void: NavigationServer3D.region_set_navigation_mesh(nav_region.get_rid(), nav_region.navigation_mesh) _is_baking = false ``` ### 3. NavMesh Performance Profiler (Bake-Time Benchmarks) Benchmark bake times and topological complexity (polygon/edge counts) using `Time.get_ticks_usec()` and `NavigationServer3D.get_process_info()`. ```gdscript class_name NavMeshProfiler extends Node ## A benchmarking tool to validate NavMesh complexity and bake times. func run_benchmark(nav_mesh: NavigationMesh, source_geometry: NavigationMeshSourceGeometryData3D) -> void: var start_time_usec: float = Time.get_ticks_usec() # Synchronous bake for linear benchmarking (main thread stall expected). NavigationServer3D.bake_from_source_geometry_data(nav_mesh, source_geometry) var elapsed_ms: float = (Time.get_ticks_usec() - start_time_usec) / 1000.0 var poly_count: int = NavigationServer3D.get_process_info(NavigationServer3D.INFO_POLYGON_COUNT) var edge_count: int = NavigationServer3D.get_process_info(NavigationServer3D.INFO_EDGE_COUNT) print("Bake Time: %f ms | Polygons: %d | Edges: %d" % [elapsed_ms, poly_count, edge_count]) ``` ## Reference - [Godot Docs: Navigation](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html) ### Related - Master Skill: [godot-master](../godot-master/SKILL.md)