---
title: "Recast navmesh and crowds: API"
package: "@phaser-ae/nav-mesh"
tier: Free
version: 3.0.0-5
released: 2026-10-14
updated: 2026-10-26
description: "A real navigation mesh baked from your level's geometry, for 3D routes over bridges, up ramps and under arches, with crowds that steer round each other."
url: https://phaser.io/packs/nav-mesh/api
site: Phaser - https://phaser.io
---

# Recast navmesh and crowds: API

`@phaser-ae/nav-mesh` — A true Detour navmesh baked from real geometry, for routes a heightfield grid cannot express — and recast's crowd tier.

## The pack

### `navMesh`

```ts
function navMesh(): Pack<{ navMesh: NavMeshApi }>
```

The `nav-mesh` pack: recast/Detour navmeshes and crowds. It needs no world: the meshes are pure computation over the
geometry it is given, in x, y (up) and z. The core is a lazy WASM
chunk; nothing is fetched until the first `bake()`. Headless it bakes fine — recast is pure computation.

## Functions

### `bakeConfig`

```ts
function bakeConfig(o: NavMeshOptions): { cs: number; ch: number; walkableSlopeAngle: number; walkableHeight: number; walkableClimb: number; walkableRadius: number }
```

Turn the world-unit options into recast's config, whose walkable* dials are in VOXELS.

### `buildNavMesh`

```ts
async function buildNavMesh(opts: NavMeshOptions): Promise<NavMesh3d>
```

Bake a navmesh from geometry, loading the vendored core on first use.

### `terrainMesh`

```ts
function terrainMesh( heightAt: (x: number, z: number) => number, size: number, res = 64, cx = 0, cz = 0, ): { positions: Float32Array; indices: Uint32Array }
```

Triangulate a heightfield region into a navmesh source mesh, wound CCW seen from above.

The winding is the whole trap: recast decides what is walkable from the face NORMAL, so a mesh wound the
other way bakes to nothing at all and the error reads as "no walkable polygons" rather than "your triangles
are inside out".

## Classes

### `Crowd3d`

```ts
class Crowd3d
```

recast's Crowd: agents that avoid each other locally. For dense groups that must not interpenetrate.

An agent is named by the number `add` returns. The crowd moves it; you read it back with `position` and `velocity`.
A number belongs to its agent until `remove`, after which recast gives it to the next agent added.

- `readonly maxAgents: number` — The most agents this crowd holds at once.
- `constructor(core: NavCore, navMesh: unknown, opts: CrowdOptions, snap: (p: NavVec3) => NavVec3 | null)`
- `add(pos: NavVec3, params: CrowdAgentParams = {}): number` — Add an agent at a world position and return its number. The position is moved onto the mesh first, as `nearest` does: recast leaves an agent placed off the mesh (well above it, say) standing motionless and says nothing. `params` overrides the defaults: `radius` 0.6, `height` 2, `maxSpeed` 6, `maxAcceleration` 20. Throws when the point is not near the mesh, or when the crowd already holds `maxAgents`.
- `goto(idx: number, goal: NavVec3): boolean` — Send an agent toward a world goal, moved onto the mesh first (recast alone refuses a goal more than a unit off the surface). Returns false, and leaves the agent as it was, when the goal is not near the mesh. The agent walks there over the following steps; it does not arrive at once.
- `stop(idx: number): void` — Drop an agent's goal. It brakes to a halt and stays where it stops, still avoiding the others.
- `remove(idx: number): void` — Take an agent out of the crowd, freeing its place for `add`.
- `position(idx: number): NavVec3` — Where an agent is now, in world units.
- `velocity(idx: number): NavVec3` — How fast and which way an agent is moving, world units a second.
- `get count(): number` — How many agents it holds.
- `update(dt: number): void` — Step the crowd by `dt` seconds. The owning navmesh does this on every simulation step.
- `free(): void`

### `NavMesh3d`

```ts
class NavMesh3d
```

A baked navmesh and its query. It satisfies the same `path(start, goal)` contract `nav`'s NavGrid does, so
it drops straight into `navigate` — which is the whole point of having two tiers rather than two APIs.

- `readonly raw: unknown` — The recast mesh, for anything this wrapper does not cover.
- `dead: boolean` — True after `kill()`. A dead navmesh has freed its memory and its crowds': it stops ticking, and using it throws.
- `constructor(core: NavCore, navMesh: unknown)`
- `randomPoint(): NavVec3 | null` — A uniformly random point ON the mesh — a wander or patrol goal that is guaranteed reachable. Null if the mesh is empty.
- `nearest(p: NavVec3): NavVec3 | null` — Snap a point to the nearest walkable surface, or null when it is off the mesh entirely.
- `path(start: NavVec3, goal: NavVec3, opts: { partial?: boolean; radius?: number } = {}): NavVec3[]` — A route start→goal as world waypoints; empty when there is none. The `PathPlanner` contract. A goal the mesh cannot reach from `start` (across a gap, behind a wall with no door) has no route; with `partial: true` the route goes as near to it as the mesh allows instead, which is what Detour itself answers. `radius` is accepted and ignored, as the contract allows: the mesh keeps the clearance it was baked with.
- `crowd(opts: CrowdOptions = {}): Crowd3d` — A recast Crowd over this mesh, for dense local avoidance; the mesh steps it every simulation step. A game can make as many as it likes, each with its own `maxAgents`. Most games use `steering` instead.
- `tick(dt: number): void`
- `kill(): void` — Free the mesh, its query and its crowds' WebAssembly memory, stop ticking, and let the pack drop it. Using it, or one of its crowds, afterwards throws.

## Types

### `CrowdAgentParams`

```ts
type CrowdAgentParams = Partial<Record<'radius' | 'height' | 'maxSpeed' | 'maxAcceleration' | 'collisionQueryRange' | 'pathOptimizationRange' | 'separationWeight' | 'updateFlags' | 'obstacleAvoidanceType' | 'queryFilterType', number>>
```

The recast numbers an agent can be given. Anything unset takes recast's default, apart from the four this wrapper sets (below).

### `CrowdOptions`

```ts
interface CrowdOptions
```

What a crowd takes to make: `maxAgents` is a hard cap (recast sizes the crowd up front); `maxAgentRadius` the widest agent it will hold.

- `maxAgents?: number` — The most agents the crowd holds at once. Default 256. `add` throws past it; `remove` frees a place.
- `maxAgentRadius?: number` — The widest agent radius the crowd is built for, world units. Default 0.6. Recast sizes its neighbour grid from it, so set it to the largest `radius` you will `add`.

### `NavCore`

```ts
type NavCore = Record<string, unknown> & { NavMeshQuery: new (mesh: unknown) => NavQuery; Crowd: new (mesh: unknown, o: object) => RawCrowd; generateSoloNavMesh(p: ArrayLike<number>, i: ArrayLike<number>, cfg: object): { success: boolean; error?: string; navMesh: unknown } }
```

The core module's surface is the vendored build's own; this wrapper is the contract, not the types.

### `NavMeshApi`

```ts
interface NavMeshApi
```

`game.navMesh`.

- `bake(opts: NavMeshOptions): Promise<NavMesh3d>` — Bake a navmesh from geometry, or from a heightfield. Resolves once the core has loaded and recast has run — it is a job, not a getter, so bake at load time rather than mid-level.
- `readonly meshes: ReadonlyArray<NavMesh3d>` — Every live navmesh; their crowds are ticked each step.
- `readonly last: NavMesh3d | null` — The last one baked, for a game that only needs one.
- `terrainMesh(heightAt: (x: number, z: number) => number, size: number, res?: number, cx?: number, cz?: number): { positions: Float32Array; indices: Uint32Array }` — Triangulate a heightfield region into a CCW-up source mesh, without baking.

### `NavMeshOptions`

```ts
interface NavMeshOptions
```

What `game.navMesh.bake()` takes: explicit geometry, or a heightfield to triangulate, plus the recast bake dials.

- `positions?: ArrayLike<number>` — Flat vertex xyz triples. Wind the triangles CCW seen from above, or the walkable faces point down and recast finds nothing.
- `indices?: ArrayLike<number>` — Triangle indices into `positions`, three a triangle.
- `from?: 'terrain'` — …or triangulate a heightfield into a grid mesh instead.
- `heightAt?: (x: number, z: number) => number` — The height sampler for `from: 'terrain'`.
- `size?: number` — The side of the region to triangulate, world units. Required with `from: 'terrain'`.
- `center?: { x: number; z: number }` — The region's world centre. Default the origin.
- `res?: number` — Samples along each side. Default 64.
- `cellSize?: number` — Voxel cell size — the navmesh's resolution. Default 0.3.
- `cellHeight?: number` — Voxel cell height. Default 0.2.
- `agentRadius?: number` — The mesh is ERODED by this, so a route keeps clearance from walls. Default 0.6.
- `agentHeight?: number` — Minimum head-room. Default 2.
- `agentMaxClimb?: number` — The tallest step or ledge the agent can climb. Default 0.9.
- `agentMaxSlope?: number` — The steepest slope that counts as walkable, degrees. Default 50.
- `module?: string` — Override the core module URL in a development build, on the game's own origin; another origin throws. Rarely needed.

### `NavVec3`

```ts
interface NavVec3
```

A point in the world. The same shape `nav` uses, so a planner drops into either.

- `x: number` — The X position, in world units.
- `y: number` — The height, in world units.
- `z: number` — The Z position, in world units.

---

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