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Godot 导航 — 快速参考

最后验证:2026-02-12 | 引擎:Godot 4.6

自 ~4.3(LLM 截止时间)以来的变化

4.5 变更

  • 专用 2D 导航服务器:不再是 3D NavigationServer 的代理
  • 减少仅 2D 游戏的导出二进制体积
  • 2D 和 3D 的 API 保持不变

4.3 变更(训练数据中)

  • NavigationRegion2D:移除了 avoidance_layers 和 constrain_avoidance 属性

当前 API 模式

@onready var nav_agent: NavigationAgent3D = %NavigationAgent3D

func _ready() -> void:
    nav_agent.path_desired_distance = 0.5
    nav_agent.target_desired_distance = 1.0
    nav_agent.velocity_computed.connect(_on_velocity_computed)

func navigate_to(target: Vector3) -> void:
    nav_agent.target_position = target

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return
    var next_pos: Vector3 = nav_agent.get_next_path_position()
    var direction: Vector3 = global_position.direction_to(next_pos)
    nav_agent.velocity = direction * move_speed

func _on_velocity_computed(safe_velocity: Vector3) -> void:
    velocity = safe_velocity
    move_and_slide()
@onready var nav_agent: NavigationAgent2D = %NavigationAgent2D

func navigate_to(target: Vector2) -> void:
    nav_agent.target_position = target

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return
    var next_pos: Vector2 = nav_agent.get_next_path_position()
    var direction: Vector2 = global_position.direction_to(next_pos)
    velocity = direction * move_speed
    move_and_slide()

低层级路径查询(3D)

# Direct server query for custom pathfinding logic
var query := NavigationPathQueryParameters3D.new()
query.map = get_world_3d().navigation_map
query.start_position = global_position
query.target_position = target_pos
query.navigation_layers = navigation_layers

var result := NavigationPathQueryResult3D.new()
NavigationServer3D.query_path(query, result)
var path: PackedVector3Array = result.path

避障

# Enable RVO2-based local avoidance
nav_agent.avoidance_enabled = true
nav_agent.radius = 0.5
nav_agent.max_speed = move_speed
nav_agent.neighbor_distance = 10.0

# Use velocity_computed signal for avoidance-safe movement
nav_agent.velocity_computed.connect(_on_velocity_computed)

# Set velocity each frame (avoidance needs this)
nav_agent.velocity = desired_velocity
# Use layers to separate walkable areas by agent type
# Layer 1: Ground units
# Layer 2: Flying units
# Layer 3: Swimming units
nav_agent.navigation_layers = 1  # Ground only
nav_agent.navigation_layers = 1 | 2  # Ground + Flying

常见错误

  • 在未检查 is_navigation_finished() 的情况下调用 get_next_path_position()
  • 启用避障时未在代理上设置 velocity(RVO2 必需)
  • 使用 NavigationRegion2D.avoidance_layers(已在 4.3 中移除)
  • 修改几何体后忘记烘焙导航网格
  • 未设置 navigation_layers(默认使用所有层)

本页原文 Markdown:在 AtomGit 查看·内容源自开源项目 cl/Claude-Code-Game-Studios