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godot-docs/tutorials/navigation/navigation_different_actor_area_access.rst
Ershn fa132e9f2d Improve the navigation documentation wording
Improve the navigation documentation wording and fix some typos.
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.. _doc_navigation_different_actor_area_access:
Support different actor area access
===================================
.. image:: img/nav_actor_doors.png
A typical example for different area access in gameplay are doors that connect rooms
with different navigation meshes and are not accessible by all actors all the time.
Add a NavigationRegion at the door position.
Add an appropriate navigation mesh the size of the door that can connect with the surrounding navigation meshes.
In order to control access, enable / disable navigation layer bits so path queries
that use the same navigation layer bits can find a path through the "door" navigation mesh.
The bitmask can act as a set of door keys or abilities and only actors with at least
one matching and enabled bit layer in their pathfinding query will find a path through this region.
See :ref:`doc_navigation_advanced_using_navigationlayers` for more information on how to work with navigation layers and the bitmask.
.. image:: img/nav_actor_doorbitmask.png
The entire "door" region can also be enabled / disable if required but if disabled will block access for all path queries.
Prefer working with navigation layers in path queries whenever possible as enabling or disabling
navigation layers on a region triggers a costly recalculation of the navigation map connections.
.. warning::
Changing navigation layers will only affect new path queries but not automatically update existing paths.