Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
A skill your agent uses when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and…
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/gamedev-pathing .claude/skills/gamedev-pathing && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .claude/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/gamedev-pathing .agents/skills/gamedev-pathing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .agents/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/gamedev-pathing .cursor/skills/gamedev-pathing && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .cursor/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ericrisco/rsc-harness.git --path skills/gamedev-pathing--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/gamedev-pathing .gemini/skills/gamedev-pathing && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .gemini/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ericrisco/rsc-harness gamedev-pathingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/gamedev-pathing .github/skills/gamedev-pathing && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .github/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ericrisco/rsc-harness.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/gamedev-pathing .opencode/skills/gamedev-pathing && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "gamedev-pathing" agent skill from https://github.com/ericrisco/rsc-harness/tree/main/skills/gamedev-pathing into .opencode/skills/gamedev-pathing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "gamedev-pathing", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
gamedev-pathingA skill your agent uses when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and…
Gamedev Pathing is an agent skill from ericrisco/rsc-harness. Use when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and flow fields in Godot 4.x, Unity, Unreal. NOT collision response or character controllers (that is gamedev-physics), NOT aggro or difficulty design (that is game-design).
Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 7 other files, including reference files (for example `evals/README.md`, `evals/cases.yaml` and `references/navmesh-workflow.md`).
It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: Your agent invents things because it has no memory, and can't touch your database because it has no arms. rsc is the meta-harness that gives it both, plus the trade to know the… The licence is MIT.
2 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md (its code samples are gdscript, csharp and cpp).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Gamedev Pathing loads about 3.8k tokens when it runs, and up to ~8.9k if it reads all its reference files. Until then it costs about 91 tokens; SKILL.md has 1,653 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,653 words, ~3,838 tokens.
.claude/skills/gamedev-pathing/SKILL.md (or your agent's skills folder). This skill also uses 5 other files; get the full folder from GitHub.Move agents through a level intelligently and per-engine-correctly: pick a world representation, run the right search, then follow the result with steering + local avoidance. This skill owns the navigation stack; it stops where physics collision response and high-level behaviour design begin.
Navigation APIs were renamed hard between engine generations. Emitting an old name compiles into nothing or silent breakage. Target these versions; never emit the banned column.
| Engine (target) | NEVER emit (deprecated / removed) | Use instead |
|---|---|---|
| Godot 4.x | Navigation / NavigationMeshInstance / Navigation2D nodes | NavigationServer2D/3D + NavigationRegion2D/3D |
| Godot 4.x | agent.get_next_location() | agent.get_next_path_position() |
| Godot 4.x | NavigationAgent.set_target_location() | set the target_position property |
| Godot 4.x | reading velocity directly when avoidance is on | feed set_velocity(), read the velocity_computed(safe) signal |
| Unity (AI Navigation pkg) | the legacy Navigation window static bake, Navigation Static flag, built-in OffMeshLink component | NavMeshSurface (com.unity.ai.navigation), NavMeshLink, NavMeshModifier |
| Unity | agent.destination = p then reading a path same frame | SetDestination(p), then gate on !pathPending && remainingDistance <= stoppingDistance |
| Unreal (UE5) | hand-rolling A* over your own grid for pawns | AAIController::MoveTo* over RecastNavMesh; BT MoveTo task |
| Unreal | expecting a Static navmesh to react to spawned geometry | set RecastNavMesh Runtime Generation = Dynamic (or Dynamic Modifiers Only) |
The single most common navigation bug is collapsing two jobs into one. Keep them separate:
Path for the map, steering for the moment. Symptoms of merging them: re-running A* every frame (CPU
melts), or agents that walk the path but pile into each other (no local avoidance). Every engine's
NavMeshAgent / NavigationAgent bundles both — know which layer you are configuring.
| Representation | Fits | Cost / caveat |
|---|---|---|
| Uniform grid | tile/2D games, RTS, roguelikes, destructible terrain | many nodes; needs path smoothing to avoid staircase paths; JPS accelerates it |
| Waypoint graph | sparse hand-placed routes, patrol nets, rails, racing lines | cheap; agents snap to nodes, off-graph space is invisible — brittle for open areas |
| Navmesh | 3D and most open 2D worlds; the default for character movement | bake step; represents walkable surface as convex polys — fewer nodes, natural paths |
Rule: navmesh for free-roaming characters, grid for tile-locked/destructible worlds, waypoint graph
only for constrained routes. Detail & path-smoothing (funnel algorithm) → references/search-algorithms.md.
h(n) that estimates remaining cost. Admissible h
(never over-estimates) ⇒ optimal path; use octile distance on 8-connected grids, Euclidean
on navmesh/any-angle. h must also stay ≤ true edge costs (consistency) to skip re-expansions.h=0. Use when there is no single goal (nearest of many exits) or you need
the full cost field (see flow fields). Slower than A* to one target.h (f = g + w·h, w>1) for faster, slightly suboptimal paths when
frame budget beats optimality.Always run search off a binary-heap open set and a closed set. Pseudocode, tie-breaking, any-angle
(Theta*), and the funnel string-pull → references/search-algorithms.md.
NavigationLink, Unity NavMeshLink, Unreal NavLinkProxy.NavMeshObstacle carving, Godot NavigationObstacle, Unreal
NavModifier): punches a hole so global paths route around a placed prop. Costs a re-carve on move.references/navmesh-workflow.md.Steering = a desired-velocity vector combined and clamped to max force/speed. Primitives:
Combine either as a weighted sum (simple) or priority/arbitration (avoidance wins over cohesion).
Local avoidance (RVO / ORCA): each agent picks a velocity that is collision-free assuming neighbours
share the burden (reciprocal — hence no oscillating "dance"). This is avoidance, not collision
response: it changes intended velocity before moving; the physics/collision solver is a separate,
last-resort backstop (→ gamedev-physics). For dense crowds use the
engine's crowd/avoidance system.
Flow fields — for many agents → one (or few) goals (RTS swarm, tower-defense creeps): run one
Dijkstra from the goal over the grid to build a cost/integration field, derive a per-cell direction
vector once, then every agent just samples its cell. O(1) per agent vs one A* each. Full derivation,
boids weights, and RVO intuition → references/steering-and-avoidance.md.
NavigationAgent3D — 2D is identical with 2D suffix)extends CharacterBody3D
@onready var agent: NavigationAgent3D = $NavigationAgent3D
@export var speed := 4.0
func _ready() -> void:
agent.avoidance_enabled = true # RVO local avoidance
agent.velocity_computed.connect(_on_velocity_computed)
func set_goal(p: Vector3) -> void:
agent.target_position = p # property, NOT set_target_location()
func _physics_process(_delta: float) -> void:
if agent.is_navigation_finished():
return
var next := agent.get_next_path_position() # 4.x name (was get_next_location)
var desired := global_position.direction_to(next) * speed
agent.set_velocity(desired) # feed RVO; result via signal
func _on_velocity_computed(safe: Vector3) -> void: # only fires while avoidance enabled
velocity = safe
move_and_slide()One-off query without an agent: NavigationServer3D.map_get_path(map_rid, from, to, true). Rebake a
region at runtime: $NavigationRegion3D.bake_navigation_mesh(). Off-mesh: NavigationLink3D. If
avoidance is off, skip the signal and move_and_slide() with desired directly.
NavMeshAgent)using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour {
NavMeshAgent agent;
void Awake() => agent = GetComponent<NavMeshAgent>();
public void Chase(Transform target) => agent.SetDestination(target.position);
public bool ReachedGoal() =>
!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance
&& (!agent.hasPath || agent.velocity.sqrMagnitude < 0.01f);
}Bake: add a NavMeshSurface to a scene root and Bake (the legacy Navigation window is gone).
Runtime rebake: surface.BuildNavMesh(). Dynamic blockers: NavMeshObstacle (enable Carving for
stationary props, leave off for moving agents so RVO handles them). Off-mesh: NavMeshLink. Local
avoidance quality: agent.obstacleAvoidanceType. Area costs: agent.SetAreaCost(area, cost).
RecastNavMesh + AIController + Behavior Tree / EQS)NavMeshBoundsVolume around playable space → a RecastNavMesh auto-generates. For
runtime changes set its Runtime Generation = Dynamic (or Dynamic Modifiers Only); spawned
geometry must have collision + Can Ever Affect Navigation.AAIController. Movement:AAIController* AICon = Cast<AAIController>(GetController());
AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f); // or MoveToLocation(FVector)MoveTo task walks the navmesh. EQS
(Environment Query System) picks where to go (cover, flank, nearest item) via scored queries.NavModifierVolume + NavArea classes. Off-mesh: NavLinkProxy. Crowd
avoidance: enable the Detour Crowd manager (or DetourCrowdAIController) for RVO on many agents.High-level BT design (states, aggro, difficulty) is
game-design; this skill wires the BT's movement/EQS tasks to navigation, not the decision tree's semantics.
| Anti-pattern | Do instead |
|---|---|
| Running a full A* every frame | Path on goal-change (or throttled) and steer between frames — per-frame search melts CPU at scale. |
| One navmesh bake shared by every unit | Radius/height differ; bake per agent size or use agent-type profiles. |
| Baking with a placeholder agent radius | Bake with the real radius — mismatch is the top "stuck in doorways / clipping walls" cause. |
| Treating agents that clip through each other as a physics bug | Missing local avoidance; enable RVO/crowd — that is the navigation layer. |
| Expecting RVO to prevent every overlap | Avoidance ≠ collision. Agents can still overlap under pressure; that is expected, not a physics bug. |
| Expecting a static bake to see runtime-spawned geometry | Set Dynamic runtime generation / rebake, or add a carving obstacle or nav link. |
| Hand-rolling your own grid A* in Unity/Unreal | Reinvents the built-in navmesh; use NavMeshAgent / AAIController::MoveTo. |
| 500 zombies each running A* to the player | That's a flow field: one Dijkstra from the goal, agents sample cells. |
Setting agent.destination and reading the path the same frame | Path is async (pathPending); gate on it before trusting remainingDistance. |
Inflating h because a bigger heuristic seems smarter | Over-estimating h breaks A* optimality; keep it admissible (or weight it knowingly). |
| Trusting a path query that came back empty | Start/end are off the navmesh or in disconnected islands — snap to the nearest poly and check reachability first. |
| Assuming an off-mesh link works both ways | Links are directional and manual — a jump-down link does not imply a jump-up link. |
| Feeding raw grid paths to the mover | Smooth them (funnel / string-pull) or agents walk visible zig-zag staircases. |
godot — GDScript/scene specifics; this skill owns the navigation subsystem it plugs into.unity — Unity/C# project setup; here for the NavMesh + AI Navigation package details.unreal — UE5/Blueprint/C++; here for RecastNavMesh + AIController/BT/EQS wiring.gamedev-physics — collision response, rigidbodies, character controllers; steering decides intended velocity, physics resolves the contact.game-design — high-level enemy behaviour, aggro, encounter/difficulty design (what the AI decides, not how it moves).When this runs in a project with a 02-DOCS/ layer (the harness wiki), record
the project's navigation decisions in 02-DOCS/wiki/stack/gamedev-pathing.md (indexed from
02-DOCS/wiki/index.md): engine + version, chosen representation, bake settings (agent sizes, cell
size), avoidance/crowd choice, custom links/areas. Read it first on every use; bump its Updated date
when a convention changes. No 02-DOCS/ layer? Skip silently — conventions are recorded, not gated.
© ericrisco, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 5 other files (references) in skills/gamedev-pathing of ericrisco/rsc-harness.
Open the folder on GitHubat commit e3d5b33
Gamedev Pathing next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Gamedev Pathing this skillericrisco/rsc-harness | 174 | — | ~3.8k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Godot UI Integrationzimo-xiao-zheng/godot-ui-integration | 277 | — | ~1.5k | Automated safety check: Pass | MIT | |
| Godot Wechat Minigame Adaptergodothub/godot-minigame | 187 | — | ~1.5k | Automated safety check: Pass | MIT | |
| AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill | 297 | — | ~1.1k | Automated safety check: Pass | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
zimo-xiao-zheng/godot-ui-integration
Build or revise Godot UI from an approved design, separated art, or a visual reference when scene structure, gameplay binding, and runtime visual verification all matter.
godothub/godot-minigame
Apply the bundled self-contained Godot WeChat Mini Game adapter kit to an official Godot checkout.
ybuild-ai/ai-game-art-pipeline-skill
Provider-neutral open-source skill for planning and producing game-runtime art assets and animation: static props/icons, canonical character sheets, combat sprites, 3D/video motion references…
RandallLiuXin/GodotMaker
Runtime debugging and live project inspection via godot-mcp.
ericrisco/rsc-harness
A skill your agent uses when designing or analyzing a controlled experiment — falsifiable hypothesis, sample size from an MDE, reading significance/CI/power, CUPED, or rescuing tests that won't go…
ericrisco/rsc-harness
A skill your agent uses when making a web UI conform to WCAG 2.2 Level AA — axe-core or Lighthouse a11y violations, keyboard operability, focus management, ARIA roles/names/live regions, contrast…
ericrisco/rsc-harness
A skill your agent uses when running or fixing paid acquisition on Google or Meta — campaign structure (Performance Max, Demand Gen, Search, Advantage+), platform-fit creative, budget/scaling rules…
ericrisco/rsc-harness
A skill your agent uses when measuring whether an LLM or agent system actually got better and gating merges on it: golden sets, fixing an inflated LLM-as-judge, scoring RAG (faithfulness, contextual…
ericrisco/rsc-harness
A skill your agent uses when a creative goal must become a finished media file: pick and order generative-media models per modality — AI voiceover, image-to-video clips, score — then glue them with…
ericrisco/rsc-harness
A skill your agent uses when instrumenting product or web analytics — GA4/PostHog SDK wiring, event taxonomy, funnels, double-counted events, consent gating, PII scrubbing.
Works with
Categories
A skill your agent uses when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and…. Gamedev Pathing is an agent skill from ericrisco/rsc-harness.x, Unity, Unreal.
Gamedev Pathing fits situations like: units navigate a level — grid vs waypoint vs navmesh; navmesh baking and agent radius; RVO crowd avoidance; flow fields in Godot 4.x.
Run `npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a claude-code`. Or copy the skill folder (skills/gamedev-pathing in ericrisco/rsc-harness) into .claude/skills/gamedev-pathing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a codex`. Or copy the skill folder (skills/gamedev-pathing in ericrisco/rsc-harness) into .agents/skills/gamedev-pathing in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/gamedev-pathing, .gemini/skills/gamedev-pathing, .github/skills/gamedev-pathing and .opencode/skills/gamedev-pathing in your project.
SKILL.md names no scripts, command-line tools or credentials: Gamedev Pathing is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Gamedev Pathing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.8k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 5.1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Gamedev Pathing: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 277 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
ericrisco (a GitHub user) maintains it in ericrisco/rsc-harness, which has 174 GitHub stars. The repository holds 233 skills in this directory. The repository was last updated on October 7, 2026.
Source: ericrisco/rsc-harness on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.