Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
Connecting navigation meshesΒΆ
Different NavigationMeshes are automatically merged by the NavigationServer when at least two vertex positions of one edge exactly overlap.
To connect over arbitrary distances see Using NavigationLinks.
The same is true for multiple NavigationPolygon resources. As long as their outline points overlap exactly the NavigationServer will merge them. NavigationPolygon outlines must be from different NavigationPolygon resources to connect.
Overlapping or intersecting outlines on the same NavigationPolygon will fail the navigation mesh creation. Overlapping or intersecting outlines from different NavigationPolygons will often fail to create the navigation region edge connections on the NavigationServer and should be avoided.
Warning
Exactly means exactly for the vertex position merge. Small float errors that happen quite regularly with imported meshes will prevent a successful vertex merge.
Alternatively navigation meshes are not merged but still considered as connected by
the NavigationServer when their edges are nearly parallel and within distance
to each other. The connection distance is defined by the edge_connection_margin
for each
navigation map. In many cases navigation mesh edges cannot properly connect when they partly overlap.
Better avoid any navigation mesh overlap at all time for a consistent merge behavior.
If navigation debug is enabled and the NavigationServer active the established navigation mesh connections will be visualized. See Navigation debug tools for more info about navigation debug options.
The default 2D edge_connection_margin
can be changed in the ProjectSettings under navigation/2d/default_edge_connection_margin
.
The default 3D edge_connection_margin
can be changed in the ProjectSettings under navigation/3d/default_edge_connection_margin
.
The edge connection margin value of any navigation map can also be changed at runtime with the NavigationServer API.
extends Node2D
func _ready() -> void:
# 2D margins are designed to work with 2D "pixel" values.
var default_map_rid: RID = get_world_2d().get_navigation_map()
NavigationServer2D.map_set_edge_connection_margin(default_map_rid, 50.0)
using Redot;
public partial class MyNode2D : Node2D
{
public override void _Ready()
{
// 2D margins are designed to work with 2D "pixel" values.
Rid defaultMapRid = GetWorld2D().NavigationMap;
NavigationServer2D.MapSetEdgeConnectionMargin(defaultMapRid, 50.0f);
}
}
extends Node3D
func _ready() -> void:
# 3D margins are designed to work with 3D world unit values.
var default_map_rid: RID = get_world_3d().get_navigation_map()
NavigationServer3D.map_set_edge_connection_margin(default_map_rid, 0.5)
using Redot;
public partial class MyNode3D : Node3D
{
public override void _Ready()
{
// 3D margins are designed to work with 3D world unit values.
Rid defaultMapRid = GetWorld3D().NavigationMap;
NavigationServer3D.MapSetEdgeConnectionMargin(defaultMapRid, 0.5f);
}
}
Note
Changing the edge connection margin will trigger a full update of all navigation mesh connections on the NavigationServer.