euca-nav) builds a grid navmesh from scene colliders, runs A* pathfinding (8-connected,
Euclidean heuristic, line-of-sight smoothing), and steers agents along paths. All of it is headless.
Fully headless. Navmesh, pathfinding, and steering run on the
:3917 server.Generate a navmesh and compute a path
Autonomous steering
POST /path/set attaches a NavAgent + PathGoal to an entity. The pathfinding_system recomputes the
path when the goal is dirty, and the steering_system updates the entity’s Velocity to follow
waypoints, with arrival detection.
Endpoints
| Method | Path | Description |
|---|---|---|
POST | /navmesh/generate | Build a grid navmesh from scene colliders |
POST | /path/compute | A* path between two positions (returns waypoints) |
POST | /path/set | Attach a steering agent + path goal to an entity |
Status
- ✅ Navmesh generation from colliders, grid A* with line-of-sight smoothing, steering agents — shipped and headless.
- 🟡 The navmesh is static once built (no automatic rebuild when the world changes; regenerate to refresh).
Navigation endpoints
Navmesh, path-compute, and path-set endpoints with schemas.