godot-navigation-pathfinding
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.
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
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
Pattern for reusing NavigationPathQueryParameters3D and NavigationPathQueryResult3D objects to prevent frame-by-frame GC allocations.
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
Direct RVO (Reciprocal Velocity Obstacles) registration using server-side agents. Uses NavigationServer3D.agent_set_avoidance_callback for high-performance avoidance.
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
Advanced handling of NavigationLink3D for jumps, teleports, and elevators. Detects link traversal and overrides standard movement.
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
Robust AI recovery logic. Detects distance-over-time stalls and triggers jitter recovery or path recalculation.
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_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. UseNavigationServer.bake_from_source_geometry_data_async()for stutter-free updates. - 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. - NEVER use heavy node-based navigation for thousands of simple entities — Use
NavigationServer3D/2DRIDs directly to bypass node overhead. - NEVER call
get_path()every frame — Usequery_path()with reusedNavigationPathQueryResultobjects 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
# 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