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godot/doc/classes/NavigationObstacle2D.xml
Rémi Verschelde 32ddd4f4e0 Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).

(cherry picked from commit 81064cc239)
2024-09-11 12:41:48 +02:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationObstacle2D" inherits="Node" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
2D obstacle used in navigation for collision avoidance.
</brief_description>
<description>
2D obstacle used in navigation for collision avoidance. The obstacle needs navigation data to work correctly. This can be done by having the obstacle as a child of a [Navigation2D] node, or using [method set_navigation]. [NavigationObstacle2D] is physics safe.
Obstacles [b]don't[/b] change the resulting path from the pathfinding, they only affect the navigation agent movement in a radius. Therefore, using obstacles for the static walls in your level won't work because those walls don't exist in the pathfinding. The navigation agent will be pushed in a semi-random direction away while moving inside that radius. Obstacles are intended as a last resort option for constantly moving objects that cannot be (re)baked to a navigation mesh efficiently.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_navigation" qualifiers="const">
<return type="Node" />
<description>
Returns the [Navigation2D] node that the obstacle is using for its navigation system.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the [RID] of this obstacle on the [Navigation2DServer].
</description>
</method>
<method name="set_navigation">
<return type="void" />
<argument index="0" name="navigation" type="Node" />
<description>
Sets the [Navigation2D] node used by the obstacle. Useful when you don't want to make the obstacle a child of a [Navigation2D] node.
</description>
</method>
</methods>
<members>
<member name="estimate_radius" type="bool" setter="set_estimate_radius" getter="is_radius_estimated" default="true">
Enables radius estimation algorithm which uses parent's collision shapes to determine the obstacle radius.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
The radius of the agent. Used only if [member estimate_radius] is set to [code]false[/code].
</member>
</members>
<constants>
</constants>
</class>