Target_position for NavigationAgent behaving unexpectedly

Godot Version

4.2.1

Question

I’m trying to use the example code provided here: 2D navigation overview

But when I try to set the navigation target to a random point, the point is never reached and the character walks forever until they disappear off-screen. Some coordinates work and some don’t, and I can’t find a rhyme or reason to why this is. Even if the character manages to reach a point, if I try to get them to return to the point they came from the same issue happens (point_reached returns false and they walk off forever). I used the ruler tool to make sure the points I choose are within the viewable area, and there are no obstacles that need to be navigated around.

Modified example script:

extends Node2D

var movement_speed: float = 100.0
var movement_target_position: Vector2 = Vector2(512,200)
var point_reached = false

@onready var navigation_agent: NavigationAgent2D = $CharacterBody2D/NavigationAgent2D

func _ready():
	# These values need to be adjusted for the actor's speed
	# and the navigation layout.
	navigation_agent.path_desired_distance = 4.0
	navigation_agent.target_desired_distance = 4.0

	# Make sure to not await during _ready.
	call_deferred("actor_setup")

func actor_setup():
	# Wait for the first physics frame so the NavigationServer can sync.
	await get_tree().physics_frame

	# Now that the navigation map is no longer empty, set the movement target.
	set_movement_target(movement_target_position)

func set_movement_target(movement_target: Vector2):
	navigation_agent.target_position = movement_target
	

func _physics_process(delta):
	var current_agent_position: Vector2 = global_position
	var next_path_position: Vector2 = navigation_agent.get_next_path_position()
	print(current_agent_position) #this never updates for some reason
	
	if navigation_agent.is_navigation_finished():
		$CharacterBody2D/AnimatedSprite2D.play("idle")
		point_reached = true
		return

	$CharacterBody2D.velocity = current_agent_position.direction_to(next_path_position) * movement_speed
	$CharacterBody2D.move_and_slide()
	$CharacterBody2D/AnimatedSprite2D.play("walk")
	if $CharacterBody2D.velocity.x < 0:
		$CharacterBody2D/AnimatedSprite2D.flip_h = true
	else:
		$CharacterBody2D/AnimatedSprite2D.flip_h = false

Scene script:

extends Node2D

# Called when the node enters the scene tree for the first time.
func _ready():
	randomize()


# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
	pass
	
func random_position():
	var x = randf_range(48, 400)
	var y = randf_range(48, 400)
	#var final_pos = Vector2(x, y) #not working for some reason, try to use specific point instead
	var final_pos = Vector2(512,265) # ALSO not working, idk why this is
	return final_pos


func _on_timer_timeout():
	$testwolf.set_movement_target(random_position())

Enable debug on the NavigationAgent2D and also for the navigation mesh in the editor debug menu.

The path should be the same as if you would query a navigation path with NavigationServer2D.map_get_path() starting from your agent’s parent node global position to the target global position.

You can use a Line2D that is toplevel at the world origin to visualize this server path.

I’ve already done this, sorry I should’ve specified. That’s how I’m sure the point is never reached.