Agent skill

Gamedev Pathing

by ericrisco in ericrisco/rsc-harness

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…

MITAuto-check passedGame Development

Install Gamedev Pathing

skills CLI
$ npx skills add ericrisco/rsc-harness --skill gamedev-pathing -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ericrisco/rsc-harness gamedev-pathing --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ 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-src

Use ~/.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/

Facts

Skill name
gamedev-pathing
GitHub stars
174
Token cost
~3.8k tokens
SKILL.md length
1,653 words
Files
6 (incl. references)
Skills in repo
233
Repo updated
First seen
Licence
MIT

At a glance

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…

  • Works in 2 steps: Global pathfinding — where to go. A… → Local steering + avoidance — how to move…
  • Units navigate a level — grid vs waypoint vs navmesh
  • SKILL.md covers Version targets & the API…, The two-layer mental model…, Choosing a representation and Search algorithms (essentials), plus 7 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • Units navigate a level — grid vs waypoint vs navmesh
  • Navmesh baking and agent radius
  • RVO crowd avoidance
  • Flow fields in Godot 4.x

Example prompts

  • “/gamedev-pathing”

Workflow steps

2 steps, taken from the first numbered list in SKILL.md.

  1. Global pathfinding — where to go. A discrete search (A* / navmesh query) over a static-ish
  2. Local steering + avoidance — how to move this frame. A cheap per-frame vector: follow the

What it can do on your machine

Read from SKILL.md and the folder at commit e3d5b33. It shows what the files ask for, not the result of running them.

  • Tool permissions

    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.

  • Runs code

    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.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

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.

Always · name and description, kept in context so the agent knows when to use it
~91
When it runs · the whole SKILL.md, loaded when a task matches
~3.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~8.9k

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.

Safety

Auto-check passed

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.

SKILL.md

The full file from ericrisco/rsc-harness at commit e3d5b33, republished under its MIT licence (© ericrisco). 1,653 words, ~3,838 tokens.

Download SKILL.mdSave it as .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.
name
gamedev-pathing
description
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).
tags
pathfinding, navmesh, navigation, steering, a-star
recommends
godot, unity, unreal, gamedev-physics
profiles
full
origin
risco

Game AI navigation & pathfinding

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.

Version targets & the API ban-list (read first)

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.xNavigation / NavigationMeshInstance / Navigation2D nodesNavigationServer2D/3D + NavigationRegion2D/3D
Godot 4.xagent.get_next_location()agent.get_next_path_position()
Godot 4.xNavigationAgent.set_target_location()set the target_position property
Godot 4.xreading velocity directly when avoidance is onfeed set_velocity(), read the velocity_computed(safe) signal
Unity (AI Navigation pkg)the legacy Navigation window static bake, Navigation Static flag, built-in OffMeshLink componentNavMeshSurface (com.unity.ai.navigation), NavMeshLink, NavMeshModifier
Unityagent.destination = p then reading a path same frameSetDestination(p), then gate on !pathPending && remainingDistance <= stoppingDistance
Unreal (UE5)hand-rolling A* over your own grid for pawnsAAIController::MoveTo* over RecastNavMesh; BT MoveTo task
Unrealexpecting a Static navmesh to react to spawned geometryset RecastNavMesh Runtime Generation = Dynamic (or Dynamic Modifiers Only)

The two-layer mental model (center of gravity)

The single most common navigation bug is collapsing two jobs into one. Keep them separate:

  1. Global pathfinding — where to go. A discrete search (A* / navmesh query) over a static-ish representation, run occasionally (on new goal, or throttled), returns a corridor of waypoints.
  2. Local steering + avoidance — how to move this frame. A cheap per-frame vector: follow the corridor, dodge other agents and dynamic obstacles, respect acceleration. Runs every frame.

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.

Choosing a representation

RepresentationFitsCost / caveat
Uniform gridtile/2D games, RTS, roguelikes, destructible terrainmany nodes; needs path smoothing to avoid staircase paths; JPS accelerates it
Waypoint graphsparse hand-placed routes, patrol nets, rails, racing linescheap; agents snap to nodes, off-graph space is invisible — brittle for open areas
Navmesh3D and most open 2D worlds; the default for character movementbake 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.

Search algorithms (essentials)

  • A* — the default. Dijkstra + a heuristic 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.
  • Dijkstra — A* with 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.
  • Weighted / greedy — inflate h (f = g + w·h, w>1) for faster, slightly suboptimal paths when frame budget beats optimality.
  • JPS (Jump Point Search) — A* speedup for uniform-cost grids only; skips symmetric paths, often 10×+ fewer expansions. Not for weighted terrain or navmeshes.
  • Hierarchical / HPA* — for huge maps: partition into clusters, path cluster-to-cluster, refine locally. Reach for it when a single flat A* blows the frame budget or you have thousands of tiles.

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.

Navmesh workflow (essentials)

  1. Bake the walkable surface from level geometry. Key params: agent radius (how far the mesh is shrunk from walls — the #1 knob), agent height, max step/climb, max slope, cell size.
  2. One navmesh per agent size. A tank and a rat need different bakes; do not share one mesh and hope.
  3. Regions / areas + costs — tag surfaces (water, mud, road) with a traversal cost so paths prefer roads and avoid hazards, rather than deleting the area outright.
  4. Off-mesh / nav links — explicit edges for jumps, ladders, teleporters, doors: places agents move but no polygon connects. Godot NavigationLink, Unity NavMeshLink, Unreal NavLinkProxy.
  5. Dynamic obstacles — two tools, do not confuse them:
    • Carving obstacle (Unity NavMeshObstacle carving, Godot NavigationObstacle, Unreal NavModifier): punches a hole so global paths route around a placed prop. Costs a re-carve on move.
    • Local avoidance (RVO/ORCA): agents dodge without touching the mesh — for other moving agents.
  6. Re-baking — full rebake is expensive; prefer tile/partial rebake or carving for runtime changes. Bake offline for static levels. Full param table + per-engine baking → references/navmesh-workflow.md.

Steering & local avoidance (essentials)

Steering = a desired-velocity vector combined and clamped to max force/speed. Primitives:

  • Seek / Flee — accelerate toward / away from a target point.
  • Arrive — seek that ramps speed down inside a slowing radius (no overshoot/jitter at the goal).
  • Pursue / Evade — seek/flee the target's predicted future position, not its current one.
  • Wander — smoothed random heading for idle/ambient motion.
  • Path following — steer toward a look-ahead point along the A*/navmesh corridor, not the far goal.
  • Flocking = separation + alignment + cohesion (Reynolds boids) for groups.

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.

Per-engine mapping

Godot 4.x (NavigationAgent3D — 2D is identical with 2D suffix)
gdscript
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.

Show full SKILL.md (667 more words)Show less
Unity (AI Navigation package + NavMeshAgent)
csharp
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).

Unreal (UE5 — RecastNavMesh + AIController + Behavior Tree / EQS)
  1. Drop a 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.
  2. Possess the pawn with an AAIController. Movement:
cpp
AAIController* AICon = Cast<AAIController>(GetController());
AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f);   // or MoveToLocation(FVector)
  1. Behavior Tree + Blackboard for decisions; the MoveTo task walks the navmesh. EQS (Environment Query System) picks where to go (cover, flank, nearest item) via scored queries.
  2. Costs/holes: 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-patterns

Anti-patternDo instead
Running a full A* every framePath on goal-change (or throttled) and steer between frames — per-frame search melts CPU at scale.
One navmesh bake shared by every unitRadius/height differ; bake per agent size or use agent-type profiles.
Baking with a placeholder agent radiusBake with the real radius — mismatch is the top "stuck in doorways / clipping walls" cause.
Treating agents that clip through each other as a physics bugMissing local avoidance; enable RVO/crowd — that is the navigation layer.
Expecting RVO to prevent every overlapAvoidance ≠ collision. Agents can still overlap under pressure; that is expected, not a physics bug.
Expecting a static bake to see runtime-spawned geometrySet Dynamic runtime generation / rebake, or add a carving obstacle or nav link.
Hand-rolling your own grid A* in Unity/UnrealReinvents the built-in navmesh; use NavMeshAgent / AAIController::MoveTo.
500 zombies each running A* to the playerThat's a flow field: one Dijkstra from the goal, agents sample cells.
Setting agent.destination and reading the path the same framePath is async (pathPending); gate on it before trusting remainingDistance.
Inflating h because a bigger heuristic seems smarterOver-estimating h breaks A* optimality; keep it admissible (or weight it knowingly).
Trusting a path query that came back emptyStart/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 waysLinks are directional and manual — a jump-down link does not imply a jump-up link.
Feeding raw grid paths to the moverSmooth 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).

Checklist

  • Representation chosen deliberately (navmesh / grid / waypoint) and justified for the world type.
  • Global path and local steering are separate layers; A* is not per-frame.
  • Navmesh baked with the correct agent radius/height/step/slope (per agent size if they differ).
  • Area costs set for hazards/terrain instead of hard-deleting walkable space.
  • Off-mesh/nav links placed for every jump/ladder/teleport gap (correct direction).
  • Dynamic obstacles handled by carving or rebake or local avoidance — the right one for each case.
  • Local avoidance / crowd enabled if multiple agents share space; flow field used for many→one-goal.
  • Correct current engine APIs (no banned names from the version table); paths validated for reachability.
  • Grid paths smoothed (funnel) so movement isn't staircased.

Project grounding (02-DOCS + CLAUDE.md)

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

Files

SKILL.md and 5 other files (references) in skills/gamedev-pathing of ericrisco/rsc-harness.

  • SKILL.md
  • evals/README.md
  • evals/cases.yaml
  • references/navmesh-workflow.md
  • references/search-algorithms.md
  • references/steering-and-avoidance.md

Open the folder on GitHubat commit e3d5b33

Compare with similar skills

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.

Gamedev Pathing compared with similar skills
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Gamedev Pathing this skillericrisco/rsc-harness174—~3.8kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration277—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Gamedev Pathing

What does Gamedev Pathing do?

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.

When should I use Gamedev Pathing?

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.

How do I install Gamedev Pathing in Claude Code?

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.

How do I install Gamedev Pathing in Codex?

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.

Can I use Gamedev Pathing in Cursor, Gemini CLI or GitHub Copilot?

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.

What does Gamedev Pathing need to run?

SKILL.md names no scripts, command-line tools or credentials: Gamedev Pathing is instructions for the agent only.

Does Gamedev Pathing access the network?

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.

Is Gamedev Pathing safe to install?

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.

What licence does Gamedev Pathing use?

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.

How many tokens does Gamedev Pathing use?

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.

What are the alternatives to Gamedev Pathing?

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.

Who maintains Gamedev Pathing?

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.