A region of the 2D navigation map.
A region of the navigation map. It tells the [NavigationServer2D] what can be navigated and what cannot, based on its [NavigationPolygon] resource.
Two regions can be connected to each other if they share a similar edge. You can set the minimum distance between two vertices required to connect two edges by using [method NavigationServer2D.map_set_edge_connection_margin].
[b]Note:[/b] Overlapping two regions' navigation polygons is not enough for connecting two regions. They must share a similar edge.
The pathfinding cost of entering this region from another region can be controlled with the [member enter_cost] value.
[b]Note:[/b] This value is not added to the path cost when the start position is already inside this region.
The pathfinding cost of traveling distances inside this region can be controlled with the [member travel_cost] multiplier.
[b]Note:[/b] This node caches changes to its properties, so if you make changes to the underlying region [RID] in [NavigationServer2D], they will not be reflected in this node's properties.
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Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [param layer_number] between 1 and 32.
Returns the [RID] of this region on the [NavigationServer2D]. Combined with [method NavigationServer2D.map_get_closest_point_owner] can be used to identify the [NavigationRegion2D] closest to a point on the merged navigation map.
Based on [param value], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [param layer_number] between 1 and 32.
Determines if the [NavigationRegion2D] is enabled or disabled.
When pathfinding enters this region's navigation mesh from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
A bitfield determining all navigation layers the region belongs to. These navigation layers can be checked upon when requesting a path with [method NavigationServer2D.map_get_path].
The [NavigationPolygon] resource to use.
When pathfinding moves inside this region's navigation mesh the traveled distances are multiplied with [code]travel_cost[/code] for determining the shortest path.