godot-navigation-pathfinding
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Original
English🇨🇳
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ChineseNavigation & Pathfinding
导航与寻路
NavigationServer-powered pathfinding with avoidance and dynamic obstacles define robust AI movement.
基于NavigationServer的寻路系统结合避障与动态障碍物处理,可实现稳定的AI移动。
Available Scripts
可用脚本
dynamic_nav_manager.gd
dynamic_nav_manager.gd
Expert runtime navigation mesh updates for moving platforms.
用于移动平台的专家级运行时导航网格更新脚本。
NEVER Do in Navigation & Pathfinding
导航与寻路的禁忌操作
- NEVER set before awaiting physics frame — NavigationServer not ready in
target_position? Path fails silently. MUST_ready()thencall_deferred().await get_tree().physics_frame - NEVER use at runtime — Synchronous baking freezes game for 100+ ms. Use
NavigationRegion2D.bake_navigation_polygon()for dynamic updates OR pre-bake.NavigationServer2D - NEVER forget to check — Calling
is_navigation_finished()after reaching target = stale path, AI walks to old position.get_next_path_position() - NEVER use without setting radius — Default radius = 0, agent passes through others. Set
avoidance_enabledfor proper avoidance.nav_agent.radius = collision_shape.radius - NEVER poll every frame for chase AI — Setting target 60x/sec = path recalculation spam. Use timer (0.2s intervals) or distance threshold for updates.
target_position - NEVER assume path exists — Target unreachable (blocked by walls)? returns invalid. Check
get_next_path_position()or validate path length.is_target_reachable()
- 绝对不要在等待物理帧前设置— 如果在
target_position中NavigationServer未就绪,路径会静默失败。必须先调用_ready(),再call_deferred()。await get_tree().physics_frame - 绝对不要在运行时调用— 同步烘焙会导致游戏冻结100毫秒以上。请使用
NavigationRegion2D.bake_navigation_polygon()进行动态更新,或者提前烘焙。NavigationServer2D - 绝对不要忘记检查— 到达目标后调用
is_navigation_finished()会获取到失效路径,导致AI走到旧位置。get_next_path_position() - 绝对不要在未设置半径的情况下启用— 默认半径为0,Agent会直接穿过其他对象。请设置
avoidance_enabled以实现正确的避障。nav_agent.radius = collision_shape.radius - 绝对不要为追逐型AI每帧轮询— 每秒设置60次目标会导致路径重计算泛滥。请使用计时器(0.2秒间隔)或距离阈值来触发更新。
target_position - 绝对不要假设路径一定存在 — 如果目标被墙壁阻挡无法到达,会返回无效值。请检查
get_next_path_position()或验证路径长度。is_target_reachable()
2D Navigation
2D导航
gdscript
undefinedgdscript
undefinedScene structure:
Scene structure:
Node2D (Level)
Node2D (Level)
├─ NavigationRegion2D
├─ NavigationRegion2D
│ └─ Polygon2D (draw walkable area)
│ └─ Polygon2D (draw walkable area)
└─ CharacterBody2D (Enemy)
└─ CharacterBody2D (Enemy)
└─ NavigationAgent2D
└─ NavigationAgent2D
**Setup NavigationRegion2D:**
1. Add `NavigationRegion2D` node
2. Create **New NavigationPolygon**
3. Click "Edit" → Draw walkable area
4. Bake navigation mesh
**设置NavigationRegion2D:**
1. 添加`NavigationRegion2D`节点
2. 创建**新的NavigationPolygon**
3. 点击“编辑” → 绘制可行走区域
4. 烘焙导航网格Basic AI Movement
基础AI移动
gdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 200.0
var target_position: Vector2
func _ready() -> void:
# Wait for navigation to be ready
call_deferred("setup_navigation")
func setup_navigation() -> void:
await get_tree().physics_frame
nav_agent.target_position = target_position
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()
func set_target(pos: Vector2) -> void:
target_position = pos
nav_agent.target_position = posgdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 200.0
var target_position: Vector2
func _ready() -> void:
# Wait for navigation to be ready
call_deferred("setup_navigation")
func setup_navigation() -> void:
await get_tree().physics_frame
nav_agent.target_position = target_position
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()
func set_target(pos: Vector2) -> void:
target_position = pos
nav_agent.target_position = posNavigationAgent Properties
NavigationAgent属性
gdscript
undefinedgdscript
undefinedPath recalculation
Path recalculation
nav_agent.path_desired_distance = 10.0
nav_agent.target_desired_distance = 10.0
nav_agent.path_desired_distance = 10.0
nav_agent.target_desired_distance = 10.0
Avoidance
Avoidance
nav_agent.radius = 20.0
nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.avoidance_enabled = true
Performance
Performance
nav_agent.path_max_distance = 500.0
undefinednav_agent.path_max_distance = 500.0
undefinedAdvanced Patterns
高级模式
Chase Player
追逐玩家
gdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 150.0
@export var chase_range := 300.0
var player: Node2D
func _physics_process(delta: float) -> void:
if not player:
return
var distance := global_position.distance_to(player.global_position)
if distance <= chase_range:
nav_agent.target_position = player.global_position
if not nav_agent.is_navigation_finished():
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()gdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var speed := 150.0
@export var chase_range := 300.0
var player: Node2D
func _physics_process(delta: float) -> void:
if not player:
return
var distance := global_position.distance_to(player.global_position)
if distance <= chase_range:
nav_agent.target_position = player.global_position
if not nav_agent.is_navigation_finished():
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()Patrol Points
巡逻点
gdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var patrol_points: Array[Vector2] = []
@export var speed := 100.0
var current_point_index := 0
func _ready() -> void:
if patrol_points.size() > 0:
nav_agent.target_position = patrol_points[0]
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
_go_to_next_patrol_point()
return
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()
func _go_to_next_patrol_point() -> void:
current_point_index = (current_point_index + 1) % patrol_points.size()
nav_agent.target_position = patrol_points[current_point_index]gdscript
extends CharacterBody2D
@onready var nav_agent := $NavigationAgent2D
@export var patrol_points: Array[Vector2] = []
@export var speed := 100.0
var current_point_index := 0
func _ready() -> void:
if patrol_points.size() > 0:
nav_agent.target_position = patrol_points[0]
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
_go_to_next_patrol_point()
return
var next_pos := nav_agent.get_next_path_position()
var direction := (next_pos - global_position).normalized()
velocity = direction * speed
move_and_slide()
func _go_to_next_patrol_point() -> void:
current_point_index = (current_point_index + 1) % patrol_points.size()
nav_agent.target_position = patrol_points[current_point_index]3D Navigation
3D导航
gdscript
extends CharacterBody3D
@onready var nav_agent := $NavigationAgent3D
@export var speed := 5.0
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()gdscript
extends CharacterBody3D
@onready var nav_agent := $NavigationAgent3D
@export var speed := 5.0
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_position := nav_agent.get_next_path_position()
var direction := (next_position - global_position).normalized()
velocity = direction * speed
move_and_slide()Dynamic Obstacles
动态障碍物
gdscript
undefinedgdscript
undefinedAdd NavigationObstacle2D to moving objects
Add NavigationObstacle2D to moving objects
Scene:
Scene:
CharacterBody2D (MovingPlatform)
CharacterBody2D (MovingPlatform)
└─ NavigationObstacle2D
└─ NavigationObstacle2D
Navigation automatically updates around it
Navigation automatically updates around it
undefinedundefinedSignals
信号
gdscript
func _ready() -> void:
nav_agent.velocity_computed.connect(_on_velocity_computed)
nav_agent.navigation_finished.connect(_on_navigation_finished)
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func _on_navigation_finished() -> void:
print("Reached destination")gdscript
func _ready() -> void:
nav_agent.velocity_computed.connect(_on_velocity_computed)
nav_agent.navigation_finished.connect(_on_navigation_finished)
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func _on_navigation_finished() -> void:
print("Reached destination")Best Practices
最佳实践
1. Defer Navigation Setup
1. 延迟导航设置
gdscript
undefinedgdscript
undefined✅ Good - wait for navigation to initialize
✅ Good - wait for navigation to initialize
func _ready() -> void:
call_deferred("setup_nav")
func setup_nav() -> void:
await get_tree().physics_frame
nav_agent.target_position = target
undefinedfunc _ready() -> void:
call_deferred("setup_nav")
func setup_nav() -> void:
await get_tree().physics_frame
nav_agent.target_position = target
undefined2. Check if Path Exists
2. 检查路径是否存在
gdscript
if not nav_agent.is_target_reachable():
print("Target unreachable!")gdscript
if not nav_agent.is_target_reachable():
print("Target unreachable!")3. Use Avoidance for Crowds
3. 为人群使用避障功能
gdscript
nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.max_neighbors = 10gdscript
nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.max_neighbors = 10Reference
参考资料
Related
相关内容
- Master Skill: godot-master
- 大师技能:godot-master