A 2D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.
Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.
[b]Note:[/b] After setting the [member target_position] property, the [method get_next_path_position] method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.
Returns the distance to the target position, using the agent's global position. The user must set [member target_position] in order for this to be accurate.
Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended [method get_next_path_position] once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.
Returns the reachable final position of the current navigation path in global coordinates. This can change if the navigation path is altered in any way. Because of this, it would be best to check this each frame.
Returns the [RID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use [method set_navigation_map] to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.
Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.
Returns true if [member target_position] is reached. It may not always be possible to reach the target position. It should always be possible to reach the final position though. See [method get_final_position].
Based on [param value], enables or disables the specified layer in the [member avoidance_layers] bitmask, given a [param layer_number] between 1 and 32.
</description>
</method>
<methodname="set_avoidance_mask_value">
<returntype="void"/>
<paramindex="0"name="mask_number"type="int"/>
<paramindex="1"name="value"type="bool"/>
<description>
Based on [param value], enables or disables the specified mask in the [member avoidance_mask] bitmask, given a [param mask_number] between 1 and 32.
Based on [param value], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [param layer_number] between 1 and 32.
Replaces the internal velocity in the collision avoidance simulation with [param velocity]. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.
If [code]true[/code] the agent is registered for an RVO avoidance callback on the [NavigationServer2D]. When [member velocity] is used and the processing is completed a [code]safe_velocity[/code] Vector2 is received with a signal connection to [signal velocity_computed]. Avoidance processing with many registered agents has a significant performance cost and should only be enabled on agents that currently require it.
A bitfield determining the avoidance layers for this NavigationAgent. Other agent's with a matching bit on the [member avoidance_mask] will avoid this agent.
A bitfield determining what other avoidance agent's and obstacles this NavigationAgent will avoid when a bit matches at least one of their [member avoidance_layers].
The agent does not adjust the velocity for other agents that would match the [member avoidance_mask] but have a lower [member avoidance_priority]. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.
If [member debug_use_custom] is [code]true[/code] uses this rasterized point size for rendering path points for this agent instead of global point size.
A bitfield determining what navigation layers of navigation regions this agent will use to calculate path. Changing it runtime will clear current navigation path and generate new one, according to new navigation layers.
The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
The maximum distance the agent is allowed away from the ideal path to the final position. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to static avoidance obstacles. The larger the number, the sooner the agent will respond to static avoidance obstacles, but less freedom in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.
Sets the new wanted velocity for the agent. The avoidance simulation will try to fulfil this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use [method set_velocity_forced] as well to reset the internal simulation velocity.
- [code]link_entry_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point the agent is entering.
- [code]link_exit_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point which the agent is exiting.
Notifies when the collision avoidance velocity is calculated. Emitted when [member velocity] is set. Only emitted when [member avoidance_enabled] is true.