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NavigationLink3D

A link between two positions on NavigationRegion3Ds that agents can be routed through.

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class NavigationLink3DReckfellSharpInherits Entity3D

A link between two positions on NavigationRegion3Ds that agents can be routed through.

A link between two positions on NavigationRegion3Ds that agents can be routed through. These positions can be on the same NavigationRegion3D or on two different ones. Links are useful to express navigation methods other than traveling along the surface of the navigation mesh, such as ziplines, teleporters, or gaps that can be jumped across.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

NavigationLink3DConstructor
# NavigationLink3D
C#
public NavigationLink3D();

Properties7

BidirectionalProperty
# Bidirectional
C#
public bool Bidirectional { get; set; }

Whether this link can be traveled in both directions or only from NavigationLink3D.StartPosition to NavigationLink3D.EndPosition.

EnabledProperty
# Enabled
C#
public bool Enabled { get; set; }

Whether this link is currently active. If false, NavigationServer3D.MapGetPath will ignore this link.

EndPositionProperty
# EndPosition
C#
public Vector3 EndPosition { get; set; }

Ending position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by NavigationServer3D.MapSetLinkConnectionRadius.

EnterCostProperty
# EnterCost
C#
public float EnterCost { get; set; }

When pathfinding enters this link from another region's navigation mesh the NavigationLink3D.EnterCost value is added to the path distance for determining the shortest path.

NavigationLayersProperty
# NavigationLayers
C#
public uint NavigationLayers { get; set; }

A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with NavigationServer3D.MapGetPath.

StartPositionProperty
# StartPosition
C#
public Vector3 StartPosition { get; set; }

Starting position of the link. This position will search out the nearest polygon in the navigation mesh to attach to. The distance the link will search is controlled by NavigationServer3D.MapSetLinkConnectionRadius.

TravelCostProperty
# TravelCost
C#
public float TravelCost { get; set; }

When pathfinding moves along the link the traveled distance is multiplied with NavigationLink3D.TravelCost for determining the shortest path.

Methods23

GetEndPositionVector3
# GetEndPosition
C#
public Vector3 GetEndPosition();
Returns Vector3
GetEnterCostfloat
# GetEnterCost
C#
public float GetEnterCost();
Returns float
GetGlobalEndPositionVector3
# GetGlobalEndPosition
C#
public Vector3 GetGlobalEndPosition();

Returns the NavigationLink3D.EndPosition that is relative to the link as a global position.

Returns Vector3
GetGlobalStartPositionVector3
# GetGlobalStartPosition
C#
public Vector3 GetGlobalStartPosition();

Returns the NavigationLink3D.StartPosition that is relative to the link as a global position.

Returns Vector3
GetNavigationLayerValuebool
# GetNavigationLayerValue
C#
public bool GetNavigationLayerValue(int layerNumber);

Returns whether or not the specified layer of the NavigationLink3D.NavigationLayers bitmask is enabled, given a layer_number between 1 and 32.

Parameters
NameTypeDefault
layerNumberint—
Returns bool
GetNavigationLayersuint
# GetNavigationLayers
C#
public uint GetNavigationLayers();
Returns uint
GetNavigationMapRid
# GetNavigationMap
C#
public Rid GetNavigationMap();

Returns the current navigation map Rid used by this link.

Returns Rid
GetRidRid
# GetRid
C#
public Rid GetRid();

Returns the Rid of this link on the NavigationServer3D.

Returns Rid
GetStartPositionVector3
# GetStartPosition
C#
public Vector3 GetStartPosition();
Returns Vector3
GetTravelCostfloat
# GetTravelCost
C#
public float GetTravelCost();
Returns float
IsBidirectionalbool
# IsBidirectional
C#
public bool IsBidirectional();
Returns bool
IsEnabledbool
# IsEnabled
C#
public bool IsEnabled();
Returns bool
SetBidirectionalvoid
# SetBidirectional
C#
public void SetBidirectional(bool bidirectional);
Parameters
NameTypeDefault
bidirectionalbool—
SetEnabledvoid
# SetEnabled
C#
public void SetEnabled(bool enabled);
Parameters
NameTypeDefault
enabledbool—
SetEndPositionvoid
# SetEndPosition
C#
public void SetEndPosition(Vector3 position);
Parameters
NameTypeDefault
positionVector3—
SetEnterCostvoid
# SetEnterCost
C#
public void SetEnterCost(float enterCost);
Parameters
NameTypeDefault
enterCostfloat—
SetGlobalEndPositionvoid
# SetGlobalEndPosition
C#
public void SetGlobalEndPosition(Vector3 position);

Sets the NavigationLink3D.EndPosition that is relative to the link from a global position.

Parameters
NameTypeDefault
positionVector3—
SetGlobalStartPositionvoid
# SetGlobalStartPosition
C#
public void SetGlobalStartPosition(Vector3 position);

Sets the NavigationLink3D.StartPosition that is relative to the link from a global position.

Parameters
NameTypeDefault
positionVector3—
SetNavigationLayerValuevoid
# SetNavigationLayerValue
C#
public void SetNavigationLayerValue(int layerNumber, bool value);

Based on value, enables or disables the specified layer in the NavigationLink3D.NavigationLayers bitmask, given a layer_number between 1 and 32.

Parameters
NameTypeDefault
layerNumberint—
valuebool—
SetNavigationLayersvoid
# SetNavigationLayers
C#
public void SetNavigationLayers(uint navigationLayers);
Parameters
NameTypeDefault
navigationLayersuint—
SetNavigationMapvoid
# SetNavigationMap
C#
public void SetNavigationMap(Rid navigationMap);

Sets the Rid of the navigation map this link should use. By default the link will automatically join the World3D default navigation map so this function is only required to override the default map.

Parameters
NameTypeDefault
navigationMapRid—
SetStartPositionvoid
# SetStartPosition
C#
public void SetStartPosition(Vector3 position);
Parameters
NameTypeDefault
positionVector3—
SetTravelCostvoid
# SetTravelCost
C#
public void SetTravelCost(float travelCost);
Parameters
NameTypeDefault
travelCostfloat—
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