Is NavigationServer2D pathfinding deterministic?

Godot Version

v4.7.stable.official [5b4e0cb0f]

Question

I am making a multiplayer game. I want to use NavigationServer2D and I am wondering if its algorithm is deterministic. If not, is there some alternative I can fallback to?

Short answer: don’t count on it for multiplayer.

Same navmesh + same start/end on the same machine usually gives the same path. Across peers/platforms you’re dealing with floats, map sync timing, and (in recent 4.x) async map builds; not a lockstep guarantee. Avoidance is separate and even less “same on every client.”

For multiplayer, safer pattern: one authority runs map_get_path / the agent, then send the waypoints (or the move commands). Clients follow that; they don’t each pathfind and hope.

If you need something you fully control on a grid, AStarGrid2D / AStar2D can be easier to reason about. Still not magic cross-OS determinism unless you keep everything integer/fixed-step yourself.

Docs: NavigationServer2D

Understood.
Thank you.