Debugging AI Navigation - Lumberyard User Guide

Debugging AI Navigation

In addition to using the AI Debug Recorder and AI Debug Viewer, you can also use specific console variables to debug AI agent navigation issues.

Using Console Variables to Debug AI Navigation

There are a number of console variables that can be used for agent navigation mesh (MNM) debugging. Some statistics display at the top-right corner of the screen.

When debugging Smart Object navigation, make sure that all entities have the right classes assigned, and that the correct actions are set to execute.


General variable for AI navigation debugging.

Values: 1 =displays mesh and contour | 2 =also display triangles | 3 =also display tiles and external links


Displays Smart Objects.

Values: 0 =hide | 1 =show


Mesh agent type for which debugging information is displayed.


Path finding quota per frame.

Units: seconds


Displays pathfinder debugging statistics, including queue size, average and maximum number of A* search steps, and average and maximum search time.

Values: 0 =hide | 1 =show


Displays memory statistics.

Values: 0 =hide | 1 =show


Draw path.


Draw path follower.

Debugging the Navigation Mesh

Use the following procedure as a start to debug the navigation mesh:

To debug the navigation mesh

  1. Set the variable ai_DebugDrawNavigation value to 3.

  2. Create and place a TagPoint with the name MNMDebugLocator within a tile of the mesh you want to debug.

  3. Press Backspace to switch between the display of the different mesh generation steps.