What problem does it solve?
Navmeshes define walkable areas for the player, NPCs, and other entities, enabling reliable pathfinding and movement constraints in a game world.
Core Features & Use Cases
- Navmesh component: central container for navmesh data, triangulation, pathfinding queries, and closest-point queries.
- Navmesh_Loop component: defines walkable regions as polygons, supports holes via Flip Inside Outside, and auto-updates the parent navmesh.
- Movement_Agent component: handles entity movement with built-in pathfinding, including velocity, friction, and speed; can lock to a specific navmesh.
- Editor and runtime workflow: create a Navmesh on a parent entity, add child Navmesh_Loop objects to shape the area, and use the provided APIs to drive agent movement and spawning.
- Real-world example: spawn enemies or agents on a defined navmesh and direct them toward targets using Movement_Agent; ensure they respect boundaries and holes.
Quick Start
Create a parent entity with a Navmesh, add one or more Navmesh_Loop children to define the walkable area, flip loops to carve holes when needed, then use Movement_Agent.set_path_target to move an agent along the navmesh.