.. _doc_navigation_using_navigationlinks: Using NavigationLinks ===================== .. image:: img/nav_navmesh_links.png NavigationLinks are used to connect navigation mesh polygons from :ref:`NavigationRegion2D` and :ref:`NavigationRegion3D` over arbitrary distances for pathfinding. NavigationLinks are also used to consider movement shortcuts in pathfinding available through interacting with gameplay objects e.g. ladders, jump pads or teleports. 2D and 3D versions of NavigationJumplinks nodes are available as :ref:`NavigationLink2D` and :ref:`NavigationLink3D` respectively. Different NavigationRegions can connect their navigation meshes without the need for a NavigationLink as long as they have overlapping edges or edges that are within navigation map ``edge_connection_margin``. As soon as the distance becomes too large, building valid connections becomes a problem - a problem that NavigationLinks can solve. See :ref:`doc_navigation_using_navigationregions` to learn more about the use of navigation regions. See :ref:`doc_navigation_connecting_navmesh` to learn more about how to connect navigation meshes. .. image:: img/nav_link_properties.png NavigationLinks share many properties with NavigationRegions like ``navigation_layers``. NavigationLinks add a single connection between two positions over an arbitrary distance compared to NavigationRegions that add a more local traversable area with a navigation mesh resource. NavigationLinks have a ``start_position`` and ``end_position`` and can go in both directions when ``bidirectional`` is enabled. When placed a navigationlink connects the navigation mesh polygons closest to its ``start_position`` and ``end_position`` within search radius for pathfinding. The polygon search radius can be configured globally in the ProjectSettings under ``navigation/2d_or_3d/default_link_connection_radius`` or set for each navigation **map** individually using the ``NavigationServer.map_set_link_connection_radius()`` function. Both ``start_position`` and ``end_position`` have debug markers in the Editor. The visible radius of a position shows the polygon search radius. All navigation mesh polygons inside are compared and the closest is picked for the edge connection. If no valid polygon is found within the search radius the navigation link gets disabled. .. image:: img/nav_link_debug_visuals.png The link debug visuals can be changed in the Editor :ref:`ProjectSettings` under ``debug/shapes/navigation``. The visibility of the debug can also be controlled in the Editor 3D Viewport gizmo menu. A navigation link does not provide any specialized movement through the link. Instead, when an agent reaches the position of a link, game code needs to react (e.g. through area triggers) and provide means for the agent to move through the link to end up at the links other position (e.g. through teleport or animation). Without that an agent will attempt to move itself along the path of the link. You could end up with an agent walking over a bottomless pit instead of waiting for a moving platform, or walking through a teleporter and proceeding through a wall. Navigation link script templates -------------------------------- The following script uses the NavigationServer to create a new navigation link. .. tabs:: .. code-tab:: gdscript 2D GDScript extends Node2D var link_rid: RID var link_start_position: Vector2 var link_end_position: Vector2 func _ready() -> void: link_rid = NavigationServer2D.link_create() var link_owner_id: int = get_instance_id() var link_enter_cost: float = 1.0 var link_travel_cost: float = 1.0 var link_navigation_layers: int = 1 var link_bidirectional: bool = true NavigationServer2D.link_set_owner_id(link_rid, link_owner_id) NavigationServer2D.link_set_enter_cost(link_rid, link_enter_cost) NavigationServer2D.link_set_travel_cost(link_rid, link_travel_cost) NavigationServer2D.link_set_navigation_layers(link_rid, link_navigation_layers) NavigationServer2D.link_set_bidirectional(link_rid, link_bidirectional) # Enable the link and set it to the default navigation map. NavigationServer2D.link_set_enabled(link_rid, true) NavigationServer2D.link_set_map(link_rid, get_world_2d().get_navigation_map()) # Move the 2 link positions to their intended global positions. NavigationServer2D.link_set_start_position(link_rid, link_start_position) NavigationServer2D.link_set_end_position(link_rid, link_end_position) .. code-tab:: csharp 2D C# using Godot; public partial class MyNode2D : Node2D { private Rid _linkRid; private Vector2 _linkStartPosition; private Vector2 _linkEndPosition; public override void _Ready() { _linkRid = NavigationServer2D.LinkCreate(); ulong linkOwnerId = GetInstanceId(); float linkEnterCost = 1.0f; float linkTravelCost = 1.0f; uint linkNavigationLayers = 1; bool linkBidirectional = true; NavigationServer2D.LinkSetOwnerId(_linkRid, linkOwnerId); NavigationServer2D.LinkSetEnterCost(_linkRid, linkEnterCost); NavigationServer2D.LinkSetTravelCost(_linkRid, linkTravelCost); NavigationServer2D.LinkSetNavigationLayers(_linkRid, linkNavigationLayers); NavigationServer2D.LinkSetBidirectional(_linkRid, linkBidirectional); // Enable the link and set it to the default navigation map. NavigationServer2D.LinkSetEnabled(_linkRid, true); NavigationServer2D.LinkSetMap(_linkRid, GetWorld2D().NavigationMap); // Move the 2 link positions to their intended global positions. NavigationServer2D.LinkSetStartPosition(_linkRid, _linkStartPosition); NavigationServer2D.LinkSetEndPosition(_linkRid, _linkEndPosition); } } .. code-tab:: gdscript 3D GDScript extends Node3D var link_rid: RID var link_start_position: Vector3 var link_end_position: Vector3 func _ready() -> void: link_rid = NavigationServer3D.link_create() var link_owner_id: int = get_instance_id() var link_enter_cost: float = 1.0 var link_travel_cost: float = 1.0 var link_navigation_layers: int = 1 var link_bidirectional: bool = true NavigationServer3D.link_set_owner_id(link_rid, link_owner_id) NavigationServer3D.link_set_enter_cost(link_rid, link_enter_cost) NavigationServer3D.link_set_travel_cost(link_rid, link_travel_cost) NavigationServer3D.link_set_navigation_layers(link_rid, link_navigation_layers) NavigationServer3D.link_set_bidirectional(link_rid, link_bidirectional) # Enable the link and set it to the default navigation map. NavigationServer3D.link_set_enabled(link_rid, true) NavigationServer3D.link_set_map(link_rid, get_world_3d().get_navigation_map()) # Move the 2 link positions to their intended global positions. NavigationServer3D.link_set_start_position(link_rid, link_start_position) NavigationServer3D.link_set_end_position(link_rid, link_end_position) .. code-tab:: csharp 3D C# using Godot; public partial class MyNode3D : Node3D { private Rid _linkRid; private Vector3 _linkStartPosition; private Vector3 _linkEndPosition; public override void _Ready() { _linkRid = NavigationServer3D.LinkCreate(); ulong linkOwnerId = GetInstanceId(); float linkEnterCost = 1.0f; float linkTravelCost = 1.0f; uint linkNavigationLayers = 1; bool linkBidirectional = true; NavigationServer3D.LinkSetOwnerId(_linkRid, linkOwnerId); NavigationServer3D.LinkSetEnterCost(_linkRid, linkEnterCost); NavigationServer3D.LinkSetTravelCost(_linkRid, linkTravelCost); NavigationServer3D.LinkSetNavigationLayers(_linkRid, linkNavigationLayers); NavigationServer3D.LinkSetBidirectional(_linkRid, linkBidirectional); // Enable the link and set it to the default navigation map. NavigationServer3D.LinkSetEnabled(_linkRid, true); NavigationServer3D.LinkSetMap(_linkRid, GetWorld3D().NavigationMap); // Move the 2 link positions to their intended global positions. NavigationServer3D.LinkSetStartPosition(_linkRid, _linkStartPosition); NavigationServer3D.LinkSetEndPosition(_linkRid, _linkEndPosition); } }