diff --git a/tutorials/navigation/navigation_using_navigationagents.rst b/tutorials/navigation/navigation_using_navigationagents.rst index f16b5cfee..aac930727 100644 --- a/tutorials/navigation/navigation_using_navigationagents.rst +++ b/tutorials/navigation/navigation_using_navigationagents.rst @@ -26,16 +26,16 @@ NavigationAgent Pathfinding To use NavigationAgents for pathfinding, place a NavigationAgent2D/3D Node below a Node2D/3D inheriting parent node. -To have the agent query a path to a target position use the ``set_target_location()`` method. +To have the agent query a path to a target position use the ``set_target_position()`` method. Once the target has been set, the next position to follow in the path -can be retrieved with the ``get_next_location()`` function. Move the parent actor node +can be retrieved with the ``get_next_path_position()`` function. Move the parent actor node to this position with your own movement code. On the next ``physics_frame``, call -``get_next_location()`` again for the next position and repeat this until the path ends. +``get_next_path_position()`` again for the next position and repeat this until the path ends. NavigationAgents have their own internal logic to proceed with the current path and call for updates. NavigationAgents recognize by distance when a path point or the final target is reached. NavigationAgents refresh a path automatically when too far away from the current pathpoint. -The important updates are all triggered with the ``get_next_location()`` function +The important updates are all triggered with the ``get_next_path_position()`` function when called in ``_physics_process()``. Be careful calling other NavigationAgent functions not required for path movement @@ -160,12 +160,12 @@ This script adds basic navigation movement to a Node3D with a NavigationAgent3D var movement_delta : float func set_movement_target(movement_target : Vector3): - navigation_agent.set_target_location(movement_target) + navigation_agent.set_target_position(movement_target) func _physics_process(delta): movement_delta = movement_speed * delta - var next_path_position : Vector3 = navigation_agent.get_next_location() + var next_path_position : Vector3 = navigation_agent.get_next_path_position() var current_agent_position : Vector3 = global_transform.origin var new_velocity : Vector3 = (next_path_position - current_agent_position).normalized() * movement_delta navigation_agent.set_velocity(new_velocity) @@ -190,12 +190,12 @@ This script adds basic navigation movement to a CharacterBody3D with a Navigatio var movement_delta : float func set_movement_target(movement_target : Vector3): - navigation_agent.set_target_location(movement_target) + navigation_agent.set_target_position(movement_target) func _physics_process(delta): movement_delta = movement_speed * delta - var next_path_position : Vector3 = navigation_agent.get_next_location() + var next_path_position : Vector3 = navigation_agent.get_next_path_position() var current_agent_position : Vector3 = global_transform.origin var new_velocity : Vector3 = (next_path_position - current_agent_position).normalized() * movement_delta navigation_agent.set_velocity(new_velocity) @@ -219,11 +219,11 @@ This script adds basic navigation movement to a RigidBody3D with a NavigationAge @onready var navigation_agent : NavigationAgent3D = get_node("NavigationAgent3D") func set_movement_target(movement_target : Vector3): - navigation_agent.set_target_location(movement_target) + navigation_agent.set_target_position(movement_target) func _physics_process(delta): - var next_path_position : Vector3 = navigation_agent.get_next_location() + var next_path_position : Vector3 = navigation_agent.get_next_path_position() var current_agent_position : Vector3 = global_transform.origin var new_velocity : Vector3 = (next_path_position - current_agent_position).normalized() * velocity navigation_agent.set_velocity(new_velocity)