NavigationRegion2D in Godot – Complete Guide

Navigating the world of game development can be just as thrilling as exploring a vast, open-world game. In this arena, every aspiring developer needs reliable tools to create an immersive experience, and one such powerful asset in the Godot Engine toolkit is the NavigationRegion2D class. Mastering NavigationRegion2D is like acquiring a map in a game – it can lead to unlocking the full potential of navigation and pathfinding within your 2D environments.

In this comprehensive tutorial, we’re diving into the world of NavigationRegion2D, a key feature introduced in Godot 4, which revolutionizes the way navigation meshes work in two dimensions. Whether you are at the beginning of your coding voyage or possess a treasure trove of experience, the versatility of this feature promises to be a valuable addition to your game development repertoire.

What is NavigationRegion2D?

NavigationRegion2D is a component of the Godot Engine, specifically tailored to aid in 2D pathfinding. Pathfinding is crucial in game development, as it enables characters and objects to traverse the digital terrain intelligently, finding optimal paths between points and avoiding obstacles.

What is It For?

NavigationRegion2D serves as a blueprint for mapping walkable areas, defining how characters or objects navigate the scene. It utilizes a NavigationPolygon, allowing the creation of complex pathways on which your game characters can move.

Why Should I Learn It?

Adding pathfinding to your games creates a more dynamic and interactive environment. By learning to implement NavigationRegion2D, you will be able to:

– Craft intricate levels where characters can find their way autonomously.
– Develop sophisticated AI that reacts to the environment.
– Lift your game’s professionalism with seamless character movement.

Armed with the knowledge of NavigationRegion2D, you’ll be able to shape game worlds that feel alive, where players can witness the characters moving with purpose and intelligence. Let’s embark on this journey through the land of pathfinding and bring your 2D worlds to life!

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Setting Up a NavigationRegion2D in Godot

When launching your adventure with NavigationRegion2D, the first step is to set up the navigation environment within your Godot project. Here’s how to initiate the navigation system:

var navigation_region =
var navigation_polygon =

This code creates a new `NavigationRegion2D` and adds a `NavigationPolygon` to it, which defines the walkable space.

Creating a Simple Navigation Polygon

With the NavigationRegion2D added, you’ll need a `NavigationPolygon` to map out where characters can walk. Here’s an example of setting up a simple quadrilateral navigation polygon:

var points_array = PoolVector2Array([Vector2(0, 0), Vector2(0, 100), Vector2(100, 100), Vector2(100, 0)])

In this example, we define four points of a rectangle to create an area that characters can navigate.

Implementing a NavigationPolygonInstance

To visually place navigation polygons in the Godot editor, you should use `NavigationPolygonInstance`. This can be done by preparing the instance in code:

var navigation_polygon_instance =

This will add the instance as a child to your `NavigationRegion2D`, making the navigation polygon visible and editable in the editor.

Pathfinding with Navigation2D

Once you’ve set up your navigation region, pathfinding becomes a breeze. Below is an example of how to find a path between two points:

var start_point = Vector2(10, 10)
var end_point = Vector2(90, 90)
var path = navigation_region.get_simple_path(start_point, end_point, true)

This will return an array of points that make up the path from the start point to the end point within the navigation region.

Following a Path with a Character

After obtaining a path, we can make a character follow it. You can pull the next point from the path and move your character toward it:

func _process(delta):
    if path.size() > 0:
        var distance_to_walk = speed * delta
        var distance_to_next_point = position.distance_to(path[0])
        if distance_to_walk >= distance_to_next_point:
            position = path[0]
            position += (path[0] - position).normalized() * distance_to_walk

In this example, the `_process` function moves the character along the path point by point.

Adjusting Navigation Parameters

The Godot Engine provides options to fine-tune your navigation system for more refined behavior:

navigation_region.set_up_vector(Vector2(0, -1))  # Set the up vector for Y-axis navigation
navigation_polygon.set_vertices(points_array)     # Reset vertices to a new array of points

By adjusting these parameters, we can control the character’s navigation behavior based on the specific needs and dynamics of our games.

Remember, learning to use `NavigationRegion2D` effectively can greatly enhance your game’s environment, making the gameplay experience smoother and more engaging for players. Stay tuned for the next part of our tutorial, where we’ll delve even deeper into leveraging `NavigationRegion2D` for dynamic and responsive game development.Continuing our journey with `NavigationRegion2D`, let’s explore more advanced implementations to give our game characters lifelike movement and decision-making capabilities.

Dynamic Obstacle Avoidance

You may want characters to respond to changes in the environment, such as moving around obstacles that appear. Godot’s `NavigationRegion2D` offers built-in methods to update the navigation polygon at runtime, ensuring your AI can adapt to new situations:

var obstacle_points = PoolVector2Array([Vector2(50, 50), Vector2(60, 50), Vector2(60, 60), Vector2(50, 60)])

This code snippet dynamically adds an obstacle to the `NavigationPolygon`, then updates the `NavigationRegion2D` to incorporate the changes.

Connecting Multiple NavigationRegions

In larger games, you might have different navigation areas that need to connect. Godot allows you to link multiple `NavigationRegion2D` nodes, so characters can seamlessly transition between them:

var navigation_region_2 =
var navigation_polygon_2 =

# Connect two navigation regions here
navigation_region_2.connect("map_changed", navigation_region, "navigation_polygon_update")

Whenever the second navigation region (`navigation_region_2`) is updated, it emits a signal to update the first (`navigation_region`), ensuring continuous navigation.

Optimizing Navigation with TileMaps

When working with grid-based games, `TileMap` nodes can streamline your navigation setup. You can create a `NavigationPolygon` for your `TileMap` and simplify the navigation process:

# Assume tile_map is a reference to your TileMap node
var tile_navigation_polygon =

This assumes you have predefined a class `TileMapNavigationPolygon` that generates a `NavigationPolygon` from a given `TileMap`.

Smoothing Paths for Natural Movement

Sometimes, the path calculated by `NavigationRegion2D` might have sharp turns that feel unnatural. To smooth the path, you can apply a simple technique to interpolate between points:

func smooth_path(raw_path):
    var smoothed_path = PoolVector2Array([raw_path[0]])
    for i in range(1, raw_path.size() - 1):
        var middle_point = raw_path[i - 1].linear_interpolate(raw_path[i + 1], 0.5)
    smoothed_path.append(raw_path[raw_path.size() - 1])
    return smoothed_path

var raw_path = navigation_region.get_simple_path(start_point, end_point)
var smooth_path = smooth_path(raw_path)

This code linearly interpolates between points in the path, creating a smoother transition from one point to the next.

Adjusting to Diagonal Movement

If your game’s mechanics include diagonal movement, updating your navigation requirements accordingly is vital. Consider the following adjustments to account for such movement:

navigation_region.set_use_diagonals(true)  # Allow the navigation to use diagonal paths

Turning on diagonal path usage in `NavigationRegion2D` is as simple as setting the `use_diagonals` property to `true`.

Dealing with Different Terrains

For games with varied terrain that affects movement speed, like mud or ice, you can customize the navigation polygon with weights.

var terrain_weights = {'mud': 2.0, 'ice': 0.5}
# Apply these weights to appropriate areas of your NavigationPolygon

Although not directly part of Godot’s `NavigationRegion2D` API, implementing custom logic to handle these weights can lead to more realistic movement across different types of surfaces.

By incorporating these strategies, you can guide your characters through the world with sophistication and grace, paralleling the navigation skills of seasoned explorers. With Godot’s `NavigationRegion2D`, the potential for creating nuanced and intelligent character behavior is vast. We at Zenva encourage our learners to experiment with these new abilities, pushing the boundaries of what your game worlds can become.Navigating complex terrain requires not only smooth movement but also tactical intelligence, especially if your game includes varied elevation or intricate obstacle placement. In this section, we’ll explore more sophisticated coding examples to empower your NavigationRegion2D in these environments.

Integrating Navigation with Elevation and Slopes

In 2D games, simulating elevation and slopes can add a layer of depth to the gameplay. To navigate these terrains, characters must consider the ‘height’ of each point. Let’s implement a simple elevation system:

var elevation_map = {}  # A dictionary to store position and elevation data

# Assign elevation value to a navigation point
func set_elevation_for_point(point, elevation):
    elevation_map[point] = elevation

# Get the elevation of a point, defaulting to 0 if not set
func get_elevation_of_point(point):
    return elevation_map.get(point, 0)

This code sets up basic groundwork for handling elevation by storing and retrieving elevation data for specific points.

Adjusting Pathfinding for Elevation Changes

Characters may need to respond to elevation changes, such as climbing up or sliding down hills. To adjust pathfinding for elevation, we can modify the pathfinding function:

func get_path_with_elevation(start_point, end_point, max_elevation_difference):
    var path = navigation_region.get_simple_path(start_point, end_point)
    # Discard points with elevation changes greater than the maximum allowed
    for i in range(path.size() - 1):
        if abs(get_elevation_of_point(path[i]) - get_elevation_of_point(path[i + 1])) > max_elevation_difference:
            return path.slice(0, i)  # Returns the path up to the point before steep elevation change
    return path

This enhanced pathfinding accounts for elevation change, restricting character movement if a step is too steep.

Handling Jumping and Falling

Some 2D games have mechanics that allow characters to jump over obstacles or off ledges. To incorporate this into `NavigationRegion2D`, we’ll need some additional logic:

var can_jump = true  # A flag to indicate if the character can jump

# A function to detect if the character needs to jump
func detect_jump_requirement(current_point, next_point):
    if can_jump and get_elevation_of_point(current_point) < get_elevation_of_point(next_point):
        # Initiate jump logic here

This basic function checks whether a character is at a point where they need to jump to reach the next navigation point.

Creating Detours Around Moving Obstacles

Dynamic objects, like moving platforms or roaming enemies, can obstruct a character’s path. Here’s how we could dynamically create detours:

func calculate_detour_around_obstacle(obstacle_points, original_path):
    # Insert logic to calculate a detour around the obstacle here
    return navigation_region.get_simple_path(original_path[0], original_path[-1])

# Update the path if an obstacle is detected within it
func update_path_for_obstacle(obstacle_points, current_path):
    var obstacle_rect = Rect2(obstacle_points)
    for point in current_path:
        if obstacle_rect.has_point(point):
            return calculate_detour_around_obstacle(obstacle_points, current_path)
    return current_path

Here, we define logic to detect if an obstacle intersects our path and, if so, to generate a new path around the obstacle.


Implementing sophisticated navigation behaviors elevates gameplay, and with the Godot Engine’s `NavigationRegion2D`, you’re well-equipped to provide characters with the capabilities they need to tackle diverse and dynamic environments. Remember, these code snippets are just starting points; tweak and expand upon them to suit the distinctive mechanics and style of your game. At Zenva, we aim to equip our students with the tools and knowledge to bring their creative visions to life, and we hope these deep dives into `NavigationRegion2D` serve as a solid foundation for all your 2D navigation needs. Keep exploring, and you’ll soon be crafting seamless paths through even the most intricate of digital landscapes.

Continuing Your Game Development Journey

Mastering NavigationRegion2D in Godot is just the beginning of an exhilarating journey into the world of game development. As you’ve embarked on this path, conquering pathfinding and navigation within your 2D worlds, there remains an entire universe of knowledge to explore further. To continue honing your skills and turning your game development dreams into reality, consider diving into our Godot Game Development Mini-Degree. This comprehensive course collection covers a wide range of topics that will expand your understanding and mastery of game creation using the Godot Engine.

Whether you are a rookie stepping into the coding arena for the first time, or an experienced developer looking to level up, our Mini-Degree provides the perfect platform for growth. It is carefully crafted to guide you through the intricacies of 2D and 3D game development, the GDScript programming language, and the plethora of mechanics and systems that can bring richness to your creations.

We invite you to delve into the full array of our Godot courses at Zenva Academy, where we offer a treasure trove of instructional content for all levels of experience. Explore our extensive catalog of Godot courses, which will aid you in constructing your very own impressive portfolio of real Godot projects. Continue your education with us, and take your skills from budding novice to polished professional. The journey awaits!


Embarking on the adventure of game development is a rewarding challenge, and mastering the intricacies of NavigationRegion2D in Godot marks an exciting milestone in that journey. As you continue to sculpt immersive worlds and intricate gameplay mechanics, remember that every great game developer was once a learner, just like you. We at Zenva Academy are here to support you every step of the way as you transform your creative visions into tangible, interactive experiences.

With our Godot Game Development Mini-Degree, the power to create captivating and polished games is at your fingertips. Let this be the catalyst for endless creation and innovation in your game development quest. Join us, and together, we’ll turn the spark of your passion and dedication into the blaze of success. Navigate your path to becoming a game development champion with Zenva, where your learning is our mission.

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