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NavigationLink3D ​

Experimental: This class may be changed or removed in future versions.

Inherits: Node3D < Node < Object

A link between two positions on NavigationRegion3Ds that agents can be routed through.

Description

A link between two positions on NavigationRegion3Ds that agents can be routed through. These positions can be on the same NavigationRegion3D or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.

Tutorials

Properties

bool

bidirectional

true

bool

enabled

true

Vector3

end_position

Vector3(0, 0, 0)

float

enter_cost

0.0

int

navigation_layers

1

Vector3

start_position

Vector3(0, 0, 0)

float

travel_cost

1.0

Methods

Vector3

get_global_end_position() const

Vector3

get_global_start_position() const

bool

get_navigation_layer_value(layer_number: int) const

RID

get_rid() const

void

set_global_end_position(position: Vector3)

void

set_global_start_position(position: Vector3)

void

set_navigation_layer_value(layer_number: int, value: bool)


Property Descriptions

bool bidirectional = true 🔗

  • void set_bidirectional(value: bool)

  • bool is_bidirectional()

Whether this link can be traveled in both directions or only from start_position to end_position.


bool enabled = true 🔗

  • void set_enabled(value: bool)

  • bool is_enabled()

Whether this link is currently active. If false, NavigationServer3D.map_get_path will ignore this link.


Vector3 end_position = Vector3(0, 0, 0) 🔗

Ending position of the link.

This position will search out the nearest polygon in the navigation mesh to attach to.

The distance the link will search is controlled by NavigationServer3D.map_set_link_connection_radius.


float enter_cost = 0.0 🔗

  • void set_enter_cost(value: float)

  • float get_enter_cost()

When pathfinding enters this link from another regions navigation mesh the enter_cost value is added to the path distance for determining the shortest path.


int navigation_layers = 1 🔗

  • void set_navigation_layers(value: int)

  • int get_navigation_layers()

A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with NavigationServer3D.map_get_path.


Vector3 start_position = Vector3(0, 0, 0) 🔗

Starting position of the link.

This position will search out the nearest polygon in the navigation mesh to attach to.

The distance the link will search is controlled by NavigationServer3D.map_set_link_connection_radius.


float travel_cost = 1.0 🔗

  • void set_travel_cost(value: float)

  • float get_travel_cost()

When pathfinding moves along the link the traveled distance is multiplied with travel_cost for determining the shortest path.


Method Descriptions

Vector3 get_global_end_position() const 🔗

Returns the end_position that is relative to the link as a global position.


Vector3 get_global_start_position() const 🔗

Returns the start_position that is relative to the link as a global position.


bool get_navigation_layer_value(layer_number: int) const 🔗

Returns whether or not the specified layer of the navigation_layers bitmask is enabled, given a layer_number between 1 and 32.


RID get_rid() const 🔗

Returns the RID of this link on the NavigationServer3D.


void set_global_end_position(position: Vector3) 🔗

Sets the end_position that is relative to the link from a global position.


void set_global_start_position(position: Vector3) 🔗

Sets the start_position that is relative to the link from a global position.


void set_navigation_layer_value(layer_number: int, value: bool) 🔗

Based on value, enables or disables the specified layer in the navigation_layers bitmask, given a layer_number between 1 and 32.