| name | godot-navigation-pathfinding |
| description | 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. |
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.
Decision Tree → Scripts
MANDATORY for the chosen path. Do NOT Load editor-intro / Official Docs bootstrap recipes from this skill body (use Reference links when you need first-time region setup).
Chase / Retarget Rule (never contradict NEVER)
Do not assign target_position every physics frame. Retarget on a timer (~0.2s) or when the chased body moves beyond a distance threshold:
# Threshold retarget — not per-frame path spam
const RETARGET_DIST := 1.5
var _last_target: Vector3
func _physics_process(_delta: float) -> void:
var desired := prey.global_position
if desired.distance_to(_last_target) >= RETARGET_DIST:
nav_agent.target_position = desired
_last_target = desired
if nav_agent.is_navigation_finished():
return
var next := nav_agent.get_next_path_position()
velocity = (next - global_position).normalized() * speed
move_and_slide()
Available Scripts
bake_from_source_geometry_data_async — parse on main, bake off-thread.
Distance-over-time stall detection and recovery.
Server-side RVO agents + avoidance callbacks.
Runtime navmesh updates for moving platforms.
Node-less maps/regions via NavigationServer RIDs.
Reuse path query parameter/result objects.
enter_cost / travel_cost for preferred routes.
Dynamic RVO obstacles without full rebake.
NavigationLink jump/teleport/elevator handling.
Multi-domain navigation layers (walk/fly/swim).
Leader-relative offsets to reduce clumping.
Production NavigationAgent wrapper patterns.
Expert Pointers
Deep dives (on demand)
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API;
load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Navigation introduction (2D) — Minimal NavigationRegion2D + NavigationAgent2D setup, baking walkable polygons, and first-frame readiness.
- Navigation introduction (3D) — Parallel 3D bootstrap with NavigationRegion3D / NavigationAgent3D and mesh baking expectations.
- Using NavigationAgents — target_position, get_next_path_position, avoidance radius, and velocity_computed safe-velocity flow.
- Using NavigationServers — RID maps/regions/agents for node-less crowds and custom server setups.
- Using navigation meshes — Parse/bake source geometry, async baking, and projected obstructions for dynamic carving.
- Using NavigationRegions — Region ownership, enter/travel costs, and chunked/runtime region updates.
- Using NavigationObstacles — RVO push obstacles vs bake-time carving without full remesh every frame.
- Using NavigationLinks — Jump/teleport/elevator edges and manual link traversal on agents.
- Using navigation layers — 32-bit layer bitmasks for walk/fly/swim (or faction) path filters.
- Using navigation path query objects — Reuse NavigationPathQueryParameters/Result to avoid per-frame GC in crowds.
- Optimizing navigation performance — Bake cost, agent/obstacle counts, and server query budgets for large AI populations.
Related Skills
Prerequisites
- godot-characterbody-2d — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent.
- godot-2d-physics — Collision layers/shapes still block bodies; navmesh is not a physics substitute for walls and triggers.
- godot-physics-3d — 3D agents share the same split: NavigationServer paths vs RigidBody/CharacterBody collision and slopes.
Complements
Downstream / consumers
- godot-genre-rts — Unit move commands and RVO crowds consume NavigationAgent/Server patterns directly.
- godot-genre-tower-defense — Lane/path enemies and dynamic blockers depend on regions, costs, and obstacle updates.
- godot-genre-stealth — Guard patrols and investigate points are NavigationAgent routes gated by detection state.
- godot-combat-system — Engage/kite/flank movement issues new targets and stuck recovery on top of paths.
- godot-monte-carlo-balancer — Simulate chase reachability, travel-time bands, and crowd pressure when tuning AI difficulty.
Master
- godot-master — Library router and mirrored module entry for this Domain Skill.