Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles.
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-navmesh --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/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/unity/unity-navmesh .claude/skills/unity-navmesh && 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 "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .claude/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmeshType 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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-navmesh --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/skills/unity/unity-navmesh .agents/skills/unity-navmesh && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .agents/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-navmesh --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/skills/unity/unity-navmesh .cursor/skills/unity-navmesh && 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 "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .cursor/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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/gamedev-skills/awesome-gamedev-agent-skills.git --path skills/unity/unity-navmesh--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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-navmesh --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/skills/unity/unity-navmesh .gemini/skills/unity-navmesh && 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 "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .gemini/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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 gamedev-skills/awesome-gamedev-agent-skills unity-navmeshInstalls 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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/skills/unity/unity-navmesh .github/skills/unity-navmesh && 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 "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .github/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills unity-navmesh --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/skills/unity/unity-navmesh .opencode/skills/unity-navmesh && 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 "unity-navmesh" agent skill from https://github.com/gamedev-skills/awesome-gamedev-agent-skills/tree/main/skills/unity/unity-navmesh into .opencode/skills/unity-navmesh/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-navmesh", 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.
unity-navmeshAdd AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles.
Unity Navmesh is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development, covering Game development. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.
5 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0a70cfc. 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 csharp).
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
docs.unity3d.comFrom 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.
Unity Navmesh loads about 1.8k tokens when it runs. Until then it costs about 95 tokens; SKILL.md has 593 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 gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 593 words, ~1,750 tokens.
.claude/skills/unity-navmesh/SKILL.md (or your agent's skills folder).Give NPCs pathfinding in Unity 6.3 LTS: bake walkable surfaces and move agents around obstacles. Targets Unity 6.3 LTS (6000.3) with the AI Navigation package 2.x.
Version trap (Unity 2022+/6): the old built-in Navigation window (Object/Bake tabs) is gone. Baking is now component-based via the AI Navigation package (
com.unity.ai.navigation): add a NavMeshSurface to your level geometry and click Bake. The runtimeNavMeshAgent/NavMeshAPI stays in built-inUnityEngine.AI.
NavMeshObstacle), or checking whether a destination is reachable.NavMeshSurface component, or scripts
using UnityEngine.AI.NavMeshAgent.When not to use: the decision logic of when/where to move (FSMs, behaviour trees,
steering) → game-ai (this skill is the Unity movement/pathing mechanism). Force-driven or
kinematic movement that isn't pathfinding → unity-physics.
com.unity.ai.navigation).NavMeshModifiers, or agent settings change.NavMeshAgent to each moving NPC; its radius/height/speed must match the baked
agent type, and it must spawn on the baked mesh.SetDestination(targetPos); the agent steers and avoids other
agents automatically. Detect arrival with remainingDistance/pathPending.NavMeshObstacle (carving) so closed doors/crates block
paths without a full re-bake.NavMeshPath.status for
unreachable targets.using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour
{
[SerializeField] private Transform target;
private NavMeshAgent _agent;
private void Awake() => _agent = GetComponent<NavMeshAgent>();
private void Update()
{
if (target) _agent.SetDestination(target.position); // re-path toward the target
}
// Arrived? pathPending guards the first frame before a path exists.
private bool HasArrived() =>
!_agent.pathPending && _agent.remainingDistance <= _agent.stoppingDistance;
}using UnityEngine.AI;
public bool CanReach(NavMeshAgent agent, Vector3 destination)
{
var path = new NavMeshPath();
agent.CalculatePath(destination, path);
return path.status == NavMeshPathStatus.PathComplete; // vs Partial / Invalid
}using Unity.AI.Navigation; // the package namespace (NavMeshSurface)
[SerializeField] private NavMeshSurface surface;
// After spawning level geometry, build the navmesh in code.
public void RebuildNav() => surface.BuildNavMesh();// Add a NavMeshObstacle (Carve = true) to a door/crate. While present it cuts a hole in the
// navmesh so agents route around it; remove/disable it to reopen the path — no re-bake needed.// Two baked surfaces that don't touch (a ledge and the floor below, two platforms across a
// gap) are separate islands — an agent can't path between them. Add Component > Navigation >
// NavMesh Link to bridge them: assign Start/End Transforms, set Width (0 = point-to-point),
// and toggle Bidirectional for one-way vs two-way. NavMeshLink lives in Unity.AI.Navigation.
// It replaces the deprecated built-in OffMeshLink (see pitfalls).NavMeshSurface component + Bake.NavMesh.SamplePosition to snap).NavMeshObstacle (carving) or a surface.BuildNavMesh() re-bake.SetDestination every frame is wasteful — for a slow-moving target, re-path on a timer
(e.g. every 0.2s) instead of each frame.NavMeshAgent's size differs from the baked agent
type, it gets stuck in gaps or floats; keep them consistent.avoidancePriority and quality, or use an
obstacle for truly static blockers rather than relying on agent avoidance.OffMeshLink — the built-in OffMeshLink component is deprecated in
AI Navigation 2.0 and can no longer be added from the Add Component menu. Use a
NavMeshLink (from the package, Unity.AI.Navigation) instead — it adds Transform-based
endpoints and a runtime activated property. Migrate any existing OffMeshLinks.CalculatePath returns PathPartial — the destination sits on a different baked
island than the agent (a gap the mesh doesn't cross). Bridge the two with a NavMeshLink
(pattern 5) or extend the geometry so one surface covers both; a partial path only reaches
the near edge.https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html),
the NavMeshLink page
(https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html)
and its "What's new" note on the OffMeshLink deprecation
(https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html), plus
ScriptReference/AI.NavMeshAgent, ScriptReference/AI.NavMesh.game-ai — engine-agnostic decision-making (FSM, behaviour trees, steering) that uses this.unity-csharp-scripting — the MonoBehaviour structure around the agent.tower-defense / fps-shooter — genres that compose pathfinding with gameplay.© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in skills/unity/unity-navmesh of gamedev-skills/awesome-gamedev-agent-skills.
Open the folder on GitHubat commit 0a70cfc
Unity Navmesh 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 |
|---|---|---|---|---|---|---|
| Unity Navmesh this skillgamedev-skills/awesome-gamedev-agent-skills | 1.4k | — | ~1.8k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
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.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
gamedev-skills/awesome-gamedev-agent-skills
Plan, generate, source, normalize, and validate cohesive visual game assets.
gamedev-skills/awesome-gamedev-agent-skills
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…
gamedev-skills/awesome-gamedev-agent-skills
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…
gamedev-skills/awesome-gamedev-agent-skills
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…
gamedev-skills/awesome-gamedev-agent-skills
Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.
gamedev-skills/awesome-gamedev-agent-skills
Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.
Categories
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Unity Navmesh is an agent skill from gamedev-skills/awesome-gamedev-agent-skills.SetDestination, and handle dynamic obstacles.
Unity Navmesh fits situations like: setting up pathfinding; making an enemy chase the player; baking navigation; the user mentions NavMesh.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a claude-code`. Or copy the skill folder (skills/unity/unity-navmesh in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/unity-navmesh in your project. Claude Code loads it when a task matches its description.
Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a codex`. Or copy the skill folder (skills/unity/unity-navmesh in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/unity-navmesh 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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-navmesh, .gemini/skills/unity-navmesh, .github/skills/unity-navmesh and .opencode/skills/unity-navmesh in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Navmesh is instructions for the agent only.
SKILL.md names 1 domain. In commands or code: docs.unity3d.com; the agent is likely to contact it when it follows the instructions. 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.
Unity Navmesh is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.8k tokens (SKILL.md is roughly 7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Navmesh: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.
Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.