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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.
npx skill4agent add thedivergentai/gd-agentic-skills godot-navigation-pathfindingtarget_position_ready()call_deferred()await get_tree().physics_frameNavigationRegion2D.bake_navigation_polygon()NavigationServer2Dis_navigation_finished()get_next_path_position()avoidance_enablednav_agent.radius = collision_shape.radiustarget_positionget_next_path_position()is_target_reachable()# Scene structure:
# Node2D (Level)
# ├─ NavigationRegion2D
# │ └─ Polygon2D (draw walkable area)
# └─ CharacterBody2D (Enemy)
# └─ NavigationAgent2DNavigationRegion2Dextends 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 = pos# Path recalculation
nav_agent.path_desired_distance = 10.0
nav_agent.target_desired_distance = 10.0
# Avoidance
nav_agent.radius = 20.0
nav_agent.avoidance_enabled = true
# Performance
nav_agent.path_max_distance = 500.0extends 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()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]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()# Add NavigationObstacle2D to moving objects
# Scene:
# CharacterBody2D (MovingPlatform)
# └─ NavigationObstacle2D
# Navigation automatically updates around itfunc _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")# ✅ 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 = targetif not nav_agent.is_target_reachable():
print("Target unreachable!")nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.max_neighbors = 10