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NavigationObstacle3D ​

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

Inherits: Node3D < Node < Object

3D obstacle used to affect navigation mesh baking or constrain velocities of avoidance controlled agents.

Description

An obstacle needs a navigation map and outline vertices defined to work correctly. The outlines can not cross or overlap and are restricted to a plane projection. This means the y-axis of the vertices is ignored, instead the obstacle's global y-axis position is used for placement. The projected shape is extruded by the obstacles height along the y-axis.

Obstacles can be included in the navigation mesh baking process when affect_navigation_mesh is enabled. They do not add walkable geometry, instead their role is to discard other source geometry inside the shape. This can be used to prevent navigation mesh from appearing in unwanted places, e.g. inside "solid" geometry or on top of it. If carve_navigation_mesh is enabled the baked shape will not be affected by offsets of the navigation mesh baking, e.g. the agent radius.

With avoidance_enabled the obstacle can constrain the avoidance velocities of avoidance using agents. If the obstacle's vertices are wound in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Obstacles using vertices and avoidance can warp to a new position but should not be moved every single frame as each change requires a rebuild of the avoidance map.

Tutorials

Properties

bool

affect_navigation_mesh

false

bool

avoidance_enabled

true

int

avoidance_layers

1

bool

carve_navigation_mesh

false

float

height

1.0

float

radius

0.0

bool

use_3d_avoidance

false

Vector3

velocity

Vector3(0, 0, 0)

PackedVector3Array

vertices

PackedVector3Array()

Methods

bool

get_avoidance_layer_value(layer_number: int) const

RID

get_navigation_map() const

RID

get_rid() const

void

set_avoidance_layer_value(layer_number: int, value: bool)

void

set_navigation_map(navigation_map: RID)


Property Descriptions

bool affect_navigation_mesh = false 🔗

  • void set_affect_navigation_mesh(value: bool)

  • bool get_affect_navigation_mesh()

If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its vertices and height defined shape.


bool avoidance_enabled = true 🔗

  • void set_avoidance_enabled(value: bool)

  • bool get_avoidance_enabled()

If true the obstacle affects avoidance using agents.


int avoidance_layers = 1 🔗

  • void set_avoidance_layers(value: int)

  • int get_avoidance_layers()

A bitfield determining the avoidance layers for this obstacle. Agents with a matching bit on the their avoidance mask will avoid this obstacle.


bool carve_navigation_mesh = false 🔗

  • void set_carve_navigation_mesh(value: bool)

  • bool get_carve_navigation_mesh()

If enabled the obstacle vertices will carve into the baked navigation mesh with the shape unaffected by additional offsets (e.g. agent radius).

It will still be affected by further postprocessing of the baking process, like edge and polygon simplification.

Requires affect_navigation_mesh to be enabled.


float height = 1.0 🔗

Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.


float radius = 0.0 🔗

Sets the avoidance radius for the obstacle.


bool use_3d_avoidance = false 🔗

  • void set_use_3d_avoidance(value: bool)

  • bool get_use_3d_avoidance()

If true the obstacle affects 3D avoidance using agent's with obstacle radius.

If false the obstacle affects 2D avoidance using agent's with both obstacle vertices as well as obstacle radius.


Vector3 velocity = Vector3(0, 0, 0) 🔗

Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles radius. Does nothing for the obstacles static vertices.


PackedVector3Array vertices = PackedVector3Array() 🔗

The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.

Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.


Method Descriptions

bool get_avoidance_layer_value(layer_number: int) const 🔗

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


RID get_navigation_map() const 🔗

Returns the RID of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use set_navigation_map to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.


RID get_rid() const 🔗

Returns the RID of this obstacle on the NavigationServer3D.


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

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


void set_navigation_map(navigation_map: RID) 🔗

Sets the RID of the navigation map this NavigationObstacle node should use and also updates the obstacle on the NavigationServer.