Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
Scanned 6/3/2026
Install to Claude Code
npx -y skills add jame581/GodotPrompter --skill ai-navigation --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Ai Navigation?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/jame581-ai-navigation)More formats (shields.io, HTML) on the badges page.
---
name: ai-navigation
description: Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
---
# AI Navigation in Godot 4.3+
Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **state-machine** for AI state management, **component-system** for modular AI behaviors, **player-controller** for movement physics patterns, **math-essentials** for pathfinding vectors and steering math.
---
## 1. Navigation Setup
### Scene Structure
```
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
├── TileMapLayer / StaticBody2D (geometry)
└── Enemy (CharacterBody2D with NavigationAgent2D child)
```
### NavigationRegion2D / NavigationRegion3D
1. Add a **NavigationRegion2D** (or **NavigationRegion3D**) node to your scene.
2. Assign a **NavigationPolygon** (2D) or **NavigationMesh** (3D) resource to it.
3. Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D.
4. **Bake the mesh at edit time:** select the NavigationRegion node → click **Bake NavigationPolygon** (2D) or **Bake NavigationMesh** (3D) in the toolbar.
5. **Bake at runtime** when the world changes dynamically:
```gdscript
# 2D
$NavigationRegion2D.bake_navigation_polygon()
# 3D
$NavigationRegion3D.bake_navigation_mesh()
```
```csharp
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();
// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();
```
### Async Navigation Baking (Godot 4.4+)
Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread:
```gdscript
# 2D — bake on a background thread
func rebake_async() -> void:
var nav_region: NavigationRegion2D = $NavigationRegion2D
# Connect to know when baking finishes
NavigationServer2D.bake_from_source_geometry_data_async(
nav_region.navigation_polygon,
NavigationMeshSourceGeometryData2D.new()
)
# Or use the region's built-in signal:
nav_region.bake_finished.connect(_on_bake_finished, CONNECT_ONE_SHOT)
nav_region.bake_navigation_polygon(true) # true = use thread
func _on_bake_finished() -> void:
print("Navigation mesh ready")
```
```gdscript
# 3D — bake on a background thread
func rebake_async_3d() -> void:
var nav_region: NavigationRegion3D = $NavigationRegion3D
nav_region.bake_finished.connect(_on_bake_finished_3d, CONNECT_ONE_SHOT)
nav_region.bake_navigation_mesh(true) # true = use thread
func _on_bake_finished_3d() -> void:
print("3D navigation mesh ready")
```
```csharp
// 3D — bake on a background thread
public void RebakeAsync3D()
{
var navRegion = GetNode<NavigationRegion3D>("NavigationRegion3D");
navRegion.BakeFinished += OnBakeFinished;
navRegion.BakeNavigationMesh(true); // true = use thread
}
private void OnBakeFinished()
{
GD.Print("3D navigation mesh ready");
}
```
> **When to use async baking:** Procedurally generated levels, destructible terrain, or any scene where the navigation mesh must be rebuilt at runtime. The game continues running while the mesh bakes.
### Navigation Layers
Navigation layers let you separate walkable areas for different agent types (ground troops, flying units, large enemies).
```gdscript
# Assign layer bits on the NavigationRegion (Inspector or code)
# Layer 1 = ground, Layer 2 = air, Layer 3 = large
# On the NavigationAgent, set matching layers:
$NavigationAgent2D.navigation_layers = 1 # ground only
$NavigationAgent2D.navigation_layers = 2 # air only
$NavigationAgent2D.navigation_layers = 1 | 2 # both (bitwise OR)
```
```csharp
// Assign layer bits on the NavigationRegion (Inspector or code)
// Layer 1 = ground, Layer 2 = air, Layer 3 = large
var navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
navAgent.NavigationLayers = 1; // ground only
navAgent.NavigationLayers = 2; // air only
navAgent.NavigationLayers = 1 | 2; // both (bitwise OR)
```
> Set `navigation_layers` on both the **NavigationRegion** and the **NavigationAgent** so they match. Mismatched layers are one of the most common reasons an agent finds no path.
---
## 2. NavigationAgent2D Basic Usage
### GDScript
```gdscript
extends CharacterBody2D
@export var speed: float = 120.0
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
func _ready() -> void:
# velocity_computed fires when avoidance calculates a safe velocity
nav_agent.velocity_computed.connect(_on_velocity_computed)
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 = (next_pos - global_position).normalized()
var desired_velocity: Vector2 = direction * speed
if nav_agent.avoidance_enabled:
# Hand desired velocity to the avoidance system; wait for the signal
nav_agent.velocity = desired_velocity
else:
velocity = desired_velocity
move_and_slide()
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func set_target(target_pos: Vector2) -> void:
nav_agent.target_position = target_pos
```
**Key NavigationAgent2D properties:**
| Property | Purpose |
|---|---|
| `target_position` | World-space destination |
| `path_desired_distance` | How close to each waypoint counts as reached (default 1) |
| `target_desired_distance` | How close to the final target counts as finished (default 10) |
| `avoidance_enabled` | Enable RVO obstacle avoidance |
| `radius` | Agent collision radius for avoidance |
| `time_horizon_agents` | Seconds of avoidance look-ahead (tune to reduce jitter) |
### C#
```csharp
using Godot;
public partial class Enemy2D : CharacterBody2D
{
[Export] public float Speed { get; set; } = 120f;
private NavigationAgent2D _navAgent;
public override void _Ready()
{
_navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
_navAgent.VelocityComputed += OnVelocityComputed;
}
public override void _PhysicsProcess(double delta)
{
if (_navAgent.IsNavigationFinished()) return;
Vector2 nextPos = _navAgent.GetNextPathPosition();
Vector2 direction = (nextPos - GlobalPosition).Normalized();
Vector2 desiredVelocity = direction * Speed;
if (_navAgent.AvoidanceEnabled)
_navAgent.Velocity = desiredVelocity;
else
{
Velocity = desiredVelocity;
MoveAndSlide();
}
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
Velocity = safeVelocity;
MoveAndSlide();
}
public void SetTarget(Vector2 targetPos) => _navAgent.TargetPosition = targetPos;
}
```
---
## 3. NavigationAgent3D Basic Usage
### GDScript
```gdscript
extends CharacterBody3D
@export var speed: float = 4.0
@export var gravity: float = 9.8
@onready var nav_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
nav_agent.velocity_computed.connect(_on_velocity_computed)
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y -= gravity * delta
if nav_agent.is_navigation_finished():
move_and_slide()
return
var next_pos: Vector3 = nav_agent.get_next_path_position()
var direction: Vector3 = (next_pos - global_position)
direction.y = 0.0
direction = direction.normalized()
var desired_velocity: Vector3 = direction * speed
desired_velocity.y = velocity.y # preserve gravity
if nav_agent.avoidance_enabled:
nav_agent.velocity = desired_velocity
else:
velocity = desired_velocity
move_and_slide()
func _on_velocity_computed(safe_velocity: Vector3) -> void:
velocity = safe_velocity
move_and_slide()
func set_target(target_pos: Vector3) -> void:
nav_agent.target_position = target_pos
```
### C#
```csharp
using Godot;
public partial class Enemy3D : CharacterBody3D
{
[Export] public float Speed { get; set; } = 4f;
[Export] public float Gravity { get; set; } = 9.8f;
private NavigationAgent3D _navAgent;
public override void _Ready()
{
_navAgent = GetNode<NavigationAgent3D>("NavigationAgent3D");
_navAgent.VelocityComputed += OnVelocityComputed;
}
public override void _PhysicsProcess(double delta)
{
var vel = Velocity;
if (!IsOnFloor()) vel.Y -= Gravity * (float)delta;
if (_navAgent.IsNavigationFinished())
{
Velocity = vel;
MoveAndSlide();
return;
}
Vector3 nextPos = _navAgent.GetNextPathPosition();
var direction = (nextPos - GlobalPosition) with { Y = 0f };
direction = direction.Normalized();
vel.X = direction.X * Speed;
vel.Z = direction.Z * Speed;
if (_navAgent.AvoidanceEnabled)
_navAgent.Velocity = vel;
else
{
Velocity = vel;
MoveAndSlide();
}
}
private void OnVelocityComputed(Vector3 safeVelocity)
{
Velocity = safeVelocity;
MoveAndSlide();
}
public void SetTarget(Vector3 targetPos) => _navAgent.TargetPosition = targetPos;
}
```
---
## 4. Steering Behaviors
Lightweight per-frame calculations (seek, flee, arrive, wander) that produce natural-looking movement without a navigation mesh. Combine them by summing the returned vectors, or pick one and assign it to `velocity` each `_physics_process` tick.
> See [references/steering-behaviors.md](references/steering-behaviors.md) for the full GDScript and C# implementations of seek, flee, arrive (with deceleration ramp), and wander (with circle-projection jitter).
---
## 5. Patrol Patterns
A `NavigationAgent2D` plus an array of `Marker2D` waypoints and a `Timer` for the pause at each point produces a clean patrol loop. Cycle the index on `wait_timer.timeout`, set `nav_agent.target_position` to the next waypoint, and gate movement on `is_navigation_finished()`.
> See [references/patrol-patterns.md](references/patrol-patterns.md) for the full GDScript and C# waypoint-chain patrol with wait-timer pauses.
---
## 6. Behavior Tree Concept
A behavior tree (BT) is a tree of nodes evaluated every tick. Three core node types:
| Type | Succeeds when | Fails when |
|---|---|---|
| **Sequence** | all children succeed (AND) | any child fails |
| **Selector** | any child succeeds (OR) | all children fail |
| **Action** | the leaf action completes | the leaf reports failure |
Sequences model "do A then B then C". Selectors model "try A, else try B, else try C".
> See [references/behavior-trees.md](references/behavior-trees.md) for the full lightweight BT implementation (BTNode base + Sequence / Selector / Action) and a worked enemy that uses "chase OR patrol", in both GDScript and C#.
---
## 7. Chase + Attack Pattern
Combines NavigationAgent2D with a state machine. See the **state-machine** skill for the full FSM infrastructure.
### States
| State | Entry condition | Exit condition |
|---|---|---|
| PATROL | default / player escaped | player enters detect_range |
| CHASE | player in detect_range | player in attack_range OR player escaped |
| ATTACK | player in attack_range | player left attack_range |
> See [references/chase-attack.md](references/chase-attack.md) for the full GDScript and C# implementation (PATROL → CHASE → ATTACK transitions, attack cooldown timer, patrol-waypoint advancement, escape-range hand-off back to patrol).
> For larger projects, extract each state into its own node class using the **state-machine** skill and inject the `NavigationAgent2D` reference from the parent.
---
## 8. Dedicated 2D Navigation Server (Godot 4.5+)
Prior to Godot 4.5, `NavigationServer2D` was a thin frontend that delegated all work to the 3D navigation server internally. Godot 4.5 splits them into fully independent servers. The change is **transparent** — no API changes and no code migration is required — but it brings two practical benefits:
- **Performance:** 2D pathfinding no longer competes with 3D navigation for server resources. Large 2D scenes with many agents see lower CPU overhead.
- **Smaller exports for 2D-only games:** The 3D navigation server can be stripped from 2D-only export templates, reducing binary size.
```gdscript
# No code change needed — NavigationServer2D calls work identically.
# The split is internal; you continue using NavigationServer2D as before.
# Example: query a path directly via the server (unchanged API).
func get_path_to(target: Vector2) -> PackedVector2Array:
var map: RID = get_world_2d().get_navigation_map()
return NavigationServer2D.map_get_path(
map,
global_position,
target,
true # optimize path
)
```
```csharp
// No code change needed — NavigationServer2D calls work identically.
public PackedVector2Array GetPathTo(Vector2 target)
{
var map = GetWorld2D().GetNavigationMap();
return NavigationServer2D.MapGetPath(map, GlobalPosition, target, true);
}
```
> **2D-only projects:** In **Project Settings → Modules**, you can disable the `NavigationServer3D` module to reduce export size. This is only safe if no 3D navigation nodes (`NavigationRegion3D`, `NavigationAgent3D`) are used anywhere in the project.
---
## 9. Common Pitfalls
| Pitfall | Symptom | Fix |
|---|---|---|
| **Navigation mesh not baked** | Agent stands still; no path found | Bake the NavigationPolygon/NavigationMesh before running, or call `bake_navigation_polygon()` at runtime after scene loads |
| **`agent_radius` too large** | Agent can't fit through doorways or narrow corridors | Lower `radius` on NavigationAgent to be slightly less than half the passage width |
| **Avoidance jitter** | Agent stutters or oscillates when near other agents | Increase `time_horizon_agents` (try 2–4 s) or slightly lower `max_speed` on the agent |
| **Path recalculation too frequent** | CPU spike each frame; agents lag | Add a `Timer` (0.2–0.5 s) and only set `target_position` when the timer fires, not every physics frame |
| **Wrong navigation layer** | Agent ignores some regions or finds no path | Confirm `navigation_layers` bitmask matches between the NavigationRegion and the NavigationAgent |
| **Target set before NavigationServer is ready** | Path is empty on the first frame | Defer `target_position` assignment to `_ready()` or await `NavigationServer2D.map_changed` |
| **Gravity ignored in 3D** | Agent floats or sinks into the floor | Always accumulate `velocity.y` from gravity separately; only zero out X/Z from the nav direction |
| **Baking causes frame drop** | Synchronous bake on large maps blocks the main thread | Use async baking: `bake_navigation_mesh(true)` (Godot 4.4+); connect `bake_finished` signal |
---
## 10. Checklist
- [ ] NavigationRegion2D/3D added to the scene with a NavigationPolygon/NavigationMesh resource
- [ ] Navigation mesh baked (edit-time or at runtime before the agent needs a path)
- [ ] `navigation_layers` bitmask matches between NavigationRegion and NavigationAgent
- [ ] `NavigationAgent2D`/`NavigationAgent3D` is a **child** of the enemy node
- [ ] `get_next_path_position()` called each physics frame, not `get_target_position()`
- [ ] `velocity_computed` signal connected when `avoidance_enabled` is `true`
- [ ] `is_navigation_finished()` checked before moving to avoid jitter at the destination
- [ ] Path target updated via a throttle timer rather than every frame when following a moving player
- [ ] `agent_radius` small enough to fit through the narrowest passage in the level
- [ ] Gravity applied independently of horizontal nav velocity (3D only)
- [ ] Large or dynamic maps use async baking (`bake_navigation_mesh(true)`) to avoid frame drops (Godot 4.4+)
- [ ] 2D-only projects on Godot 4.5+ can disable `NavigationServer3D` in Project Settings to reduce export size
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!