godot-navigation-pathfinding
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.
What this skill does
# 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 desRelated in General
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