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 [method NavigationServer2D.map_set_edge_connection_margin].
[b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties.
Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
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.
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.
Sets the [RID] of the navigation map this region should use. By default the region will automatically join the [World2D] default navigation map so this function is only required to override the default map.
<membername="constrain_avoidance"type="bool"setter="set_constrain_avoidance"getter="get_constrain_avoidance"default="false"experimental="When enabled, agents are known to get stuck on the navigation polygon corners and edges, especially at a high frame rate. Not recommended for use in production at this stage.">
If [code]true[/code] constraints avoidance agent's with an avoidance mask bit that matches with a bit of the [member avoidance_layers] to the navigation polygon. Due to each navigation polygon outline creating an obstacle and each polygon edge creating an avoidance line constrain keep the navigation polygon shape as simple as possible for performance.
When pathfinding enters this region's navigation mesh from another regions navigation mesh the [member enter_cost] value is added to the path distance for determining the shortest path.
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [member travel_cost] for determining the shortest path.
If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.