Navigation: choose a solution
From a first character to access rules and diagnostics.
Choose a task. A first character needs a surface, an agent, and a physics body; add links, separate maps, and avoidance only when needed.
First working route
- First 2D character: choose a graph, grid, or free surface, then run complete physical movement.
- First 3D character: floor, capsule, gravity, movement, stopping, and an unreachable goal.
Navigation finds a path, game code moves the body, and physics checks collisions. Even a correct path can cross a physical wall when these systems use inconsistent data.
Build a traversable surface
| Task | Guide |
|---|---|
| Produce polygons from source geometry | 2D/3D baking. |
| Place and enable sections | Regions. |
| Connect adjacent sections without accidental passages | Edge connections and map grid. |
| Separate characters of different sizes | Sizes and separate maps. |
| Choose routes for standing or crouching | Locomotion modes. |
Control routes and access
- Simple path query: when only points are needed.
- Query objects: metadata, region filters, and result limits.
- Layers and door access: rules allowing passage for a character.
- Agents: waypoint following and physical movement.
- Links: directed transitions between sections; you execute their gameplay action.
- Obstacles: avoidance versus baking.
For server-based control, start with the workflow, then maps and RID ownership. Do not free a World-owned map.
Find a fault
Diagnostics separates empty paths, partial routes, invalid connections, and body collisions. Performance explains how to measure searches, map updates, and baking separately.
Version 1.0.0 has an executed link limitation with nonempty IncludedRegions; read the link guide limitations before using that filter. Neither route completion nor a nonzero iteration number replaces checking the intended result.