By default this node will register to the default [World3D] navigation map. If this node is a child of a [Navigation] node it will register to the navigation map of the navigation node.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer.map_set_edge_connection_margin].
Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization. Also, please note that baking on a separate thread is automatically disabled on operating systems that cannot use threads (such as HTML5 with threads disabled).
Bakes the [NavigationMesh]. If [code]on_thread[/code] is set to [code]true[/code] (default), the baking is done on a separate thread. Baking on separate thread is useful because navigation baking is not a cheap operation. When it is completed, it automatically sets the new [NavigationMesh]. Please note that baking on separate thread may be very slow if geometry is parsed from meshes as async access to each mesh involves heavy synchronization.
Returns the [RID] of this region on the [NavigationServer]. Combined with [method NavigationServer.map_get_closest_point_owner] can be used to identify the [NavigationMeshInstance] closest to a point on the merged navigation map.
Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
Sets the [RID] of the navigation map this region should use. By default the region will automatically join the [World3D] default navigation map so this function is only required to override the default map.
When pathfinding enters this regions navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
A bitfield determining all navigation map layers the [NavigationMesh] belongs to. On path requests with [method NavigationServer.map_get_path] navigation meshes without matching layers will be ignored and the navigation map will only proximity merge different navigation meshes with matching layers.
When pathfinding moves inside this regions navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.
If enabled the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.