A region of the navigation map. It tells the [Navigation2DServer] what can be navigated and what cannot, based on its [NavigationPolygon] resource.
By default this node will register to the default [World2D] navigation map. If this node is a child of a [Navigation2D] 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 Navigation2DServer.map_set_edge_connection_margin].
[b]Note:[/b] Overlapping two regions' polygons is not enough for connecting two regions. They must share a similar edge.
The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value.
[b]Note[/b]: This value is not added to the path cost when the start position is already inside this region.
The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
Returns the [RID] of this region on the [Navigation2DServer]. Combined with [method Navigation2DServer.map_get_closest_point_owner] can be used to identify the [NavigationPolygonInstance] closest to a point on the merged navigation map.
Based on [param value], enables or disables the specified layer in the [member avoidance_layers] bitmask, given a [param layer_number] between 1 and 32.
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 [World2D] default navigation map so this function is only required to override the default map.
If [code]true[/code] constraints avoidance agent's with an avoidance mask bit that matches with a bit of the [member avoidance_layers] to the navigation polygon. Due to each navigation polygon outline creating an obstacle and each polygon edge creating an avoidance line constrain keep the navigation polygon shape as simple as possible for performance.
[b]Experimental:[/b] This is an experimental feature and should not be used in production as agent's can get stuck on the navigation polygon corners and edges especially at high frame rate.
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 [NavigationPolygon] belongs to. On path requests with [method Navigation2DServer.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.