An instance of a [NavigationMesh]. It tells the [Navigation] node what can be navigated and what cannot, based on the [NavigationMesh] resource.
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].
[b]Note:[/b] Overlapping two regions' navigation meshes is not enough for connecting two regions. They must share a similar edge.
The 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 cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
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.
[b]Note:[/b] Only functional in Pandemonium builds with a [NavigationMeshGenerator] implementation available.
Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
Returns the current navigation map [RID] use by this region.
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.
Determines if the [NavigationMeshInstance] is enabled or disabled.
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.
The [NavigationMesh] resource to use.
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.
Emitted when a navigation mesh bake operation is completed.
Emitted when the used navigation mesh is replaced or changes to the internals of the current navigation mesh are committed.