Agent skill

Godot AI Navigation

by jame581 in jame581/GodotPrompter

Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.

MITAuto-check passedGame Development

Install Godot AI Navigation

skills CLI
$ npx skills add jame581/GodotPrompter --skill ai-navigation -a claude-code

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

GitHub CLI
$ gh skill install jame581/GodotPrompter ai-navigation --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/jame581/GodotPrompter.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ai-navigation .claude/skills/ai-navigation && 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
ai-navigation
GitHub stars
799
Token cost
~3.5k tokens
SKILL.md length
1,196 words
Files
7 (incl. references)
Skills in repo
58
Repo updated
First seen
Licence
MIT

At a glance

Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes.

  • Works in 10 steps: Navigation Setup → NavigationAgent2D Basic Usage → NavigationAgent3D Basic Usage → …
  • Making enemies path around obstacles with NavigationAgent2D or NavigationAgent3D
  • SKILL.md covers 1. Navigation Setup, 2. NavigationAgent2D Basic Usage, 3. NavigationAgent3D Basic Usage and 4. Steering Behaviors, plus 6 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

The skill starts with setup. A NavigationRegion2D or NavigationRegion3D node gets a NavigationPolygon or NavigationMesh resource, and the walkable area is baked in the editor or at runtime through `bake_navigation_polygon()` and `bake_navigation_mesh()`, shown in both GDScript and C#. For large or changing maps, Godot 4.4 can bake on a background thread; you pass true and connect the region's `bake_finished` signal to learn when the mesh is ready. Navigation layers keep different agent types, such as ground and flying units, on separate walkable areas.

Beyond setup, the skill addresses steering behaviors, behavior trees and patrol patterns, with reference pages on async baking, behavior trees, chase and attack, 3D navigation agents, patrol patterns and steering. It points to related skills for state machines, components, player movement, math and the LimboAI and Beehave behavior-tree add-ons. Examples avoid deprecated APIs.

When your agent uses it

  • Making enemies path around obstacles with NavigationAgent2D or NavigationAgent3D
  • Rebaking navigation meshes at runtime for procedural or destructible levels
  • Adding patrol routes and chase behavior to NPCs

Example prompts

  • “Set up a NavigationRegion2D for my tilemap and make the guard follow the player with a NavigationAgent2D.”
  • “Bake the navigation mesh asynchronously after the dungeon generator finishes.”
  • “Add a patrol loop with waypoints for the slime enemy in C#.”

Requirements

  • Godot 4.3 or newer

Workflow steps

10 steps, taken from the step headings in SKILL.md.

  1. Navigation Setup
  2. NavigationAgent2D Basic Usage
  3. NavigationAgent3D Basic Usage
  4. Steering Behaviors
  5. Patrol Patterns
  6. Behavior Tree Concept
  7. Chase + Attack Pattern
  8. Dedicated 2D Navigation Server (Godot 4.5+)
  9. Common Pitfalls
  10. Checklist

What it can do on your machine

Read from SKILL.md and the folder at commit 1e7d79d. 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 and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • github.com

    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

Godot AI Navigation loads about 3.5k tokens when it runs, and up to ~10k if it reads all its reference files. Until then it costs about 32 tokens; SKILL.md has 1,196 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~32
When it runs · the whole SKILL.md, loaded when a task matches
~3.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~10k

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 jame581/GodotPrompter at commit 1e7d79d, republished under its MIT licence (© jame581). 1,196 words, ~3,465 tokens.

Download SKILL.mdSave it as .claude/skills/ai-navigation/SKILL.md (or your agent's skills folder). This skill also uses 6 other files; get the full folder from GitHub.
name
ai-navigation
description
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns

AI Navigation in Godot 4.3+

Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: state-machine for AI state management, component-system for modular AI behaviors, player-controller for movement physics patterns, math-essentials for pathfinding vectors and steering math, limboai for BT + HSM with a visual editor, beehave for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in limboai and beehave.


1. Navigation Setup

Scene Structure
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
    ├── TileMapLayer / StaticBody2D (geometry)
    └── Enemy (CharacterBody2D with NavigationAgent2D child)
NavigationRegion2D / NavigationRegion3D
  1. Add a NavigationRegion2D (or NavigationRegion3D) node to your scene.
  2. Assign a NavigationPolygon (2D) or NavigationMesh (3D) resource to it.
  3. Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D.
  4. Bake the mesh at edit time: select the NavigationRegion node → click Bake NavigationPolygon (2D) or Bake NavigationMesh (3D) in the toolbar.
  5. Bake at runtime when the world changes dynamically:
gdscript
# 2D
$NavigationRegion2D.bake_navigation_polygon()

# 3D
$NavigationRegion3D.bake_navigation_mesh()
csharp
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();

// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();
Async Navigation Baking (Godot 4.4+)

Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread: pass true to bake_navigation_polygon(true) (2D) or bake_navigation_mesh(true) (3D) and connect the region's bake_finished signal (use CONNECT_ONE_SHOT) to know when the mesh is ready.

See references/async-baking.md for the full GDScript and C# background-thread bake examples (2D and 3D).

When to use async baking: Procedurally generated levels, destructible terrain, or any scene where the navigation mesh must be rebuilt at runtime. The game continues running while the mesh bakes.

Navigation Layers

Navigation layers let you separate walkable areas for different agent types (ground troops, flying units, large enemies).

gdscript
# Assign layer bits on the NavigationRegion (Inspector or code)
# Layer 1 = ground, Layer 2 = air, Layer 3 = large

# On the NavigationAgent, set matching layers:
$NavigationAgent2D.navigation_layers = 1   # ground only
$NavigationAgent2D.navigation_layers = 2   # air only
$NavigationAgent2D.navigation_layers = 1 | 2  # both (bitwise OR)
csharp
// Assign layer bits on the NavigationRegion (Inspector or code)
// Layer 1 = ground, Layer 2 = air, Layer 3 = large

var navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
navAgent.NavigationLayers = 1;       // ground only
navAgent.NavigationLayers = 2;       // air only
navAgent.NavigationLayers = 1 | 2;   // both (bitwise OR)

Set navigation_layers on both the NavigationRegion and the NavigationAgent so they match. Mismatched layers are one of the most common reasons an agent finds no path.


2. NavigationAgent2D Basic Usage

GDScript
gdscript
extends CharacterBody2D

@export var speed: float = 120.0

@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D


func _ready() -> void:
	# velocity_computed fires when avoidance calculates a safe velocity
	nav_agent.velocity_computed.connect(_on_velocity_computed)


func _physics_process(delta: float) -> void:
	if nav_agent.is_navigation_finished():
		return

	var next_pos: Vector2 = nav_agent.get_next_path_position()
	var direction: Vector2 = (next_pos - global_position).normalized()
	var desired_velocity: Vector2 = direction * speed

	if nav_agent.avoidance_enabled:
		# Hand desired velocity to the avoidance system; wait for the signal
		nav_agent.velocity = desired_velocity
	else:
		velocity = desired_velocity
		move_and_slide()


func _on_velocity_computed(safe_velocity: Vector2) -> void:
	velocity = safe_velocity
	move_and_slide()


func set_target(target_pos: Vector2) -> void:
	nav_agent.target_position = target_pos

Key NavigationAgent2D properties:

PropertyPurpose
target_positionWorld-space destination
path_desired_distanceHow close to each waypoint counts as reached (default 1)
target_desired_distanceHow close to the final target counts as finished (default 10)
avoidance_enabledEnable RVO obstacle avoidance
radiusAgent collision radius for avoidance
time_horizon_agentsSeconds of avoidance look-ahead (tune to reduce jitter)
C#
csharp
using Godot;

public partial class Enemy2D : CharacterBody2D
{
    [Export] public float Speed { get; set; } = 120f;

    private NavigationAgent2D _navAgent;

    public override void _Ready()
    {
        _navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
        _navAgent.VelocityComputed += OnVelocityComputed;
    }

    public override void _PhysicsProcess(double delta)
    {
        if (_navAgent.IsNavigationFinished()) return;

        Vector2 nextPos = _navAgent.GetNextPathPosition();
        Vector2 direction = (nextPos - GlobalPosition).Normalized();
        Vector2 desiredVelocity = direction * Speed;

        if (_navAgent.AvoidanceEnabled)
            _navAgent.Velocity = desiredVelocity;
        else
        {
            Velocity = desiredVelocity;
            MoveAndSlide();
        }
    }

    private void OnVelocityComputed(Vector2 safeVelocity)
    {
        Velocity = safeVelocity;
        MoveAndSlide();
    }

    public void SetTarget(Vector2 targetPos) => _navAgent.TargetPosition = targetPos;
}

3. NavigationAgent3D Basic Usage

A CharacterBody3D drives a NavigationAgent3D by calling get_next_path_position() each physics frame, flattening the direction on Y, and keeping gravity separate. With avoidance_enabled the desired velocity goes to nav_agent.velocity and movement happens in the velocity_computed handler; otherwise move_and_slide() is called directly. Targets are set through target_position and completion is checked with is_navigation_finished().

See references/navigation-agent-3d.md for the full GDScript and C# NavigationAgent3D enemy example.


4. Steering Behaviors

Lightweight per-frame calculations (seek, flee, arrive, wander) that produce natural-looking movement without a navigation mesh. Combine them by summing the returned vectors, or pick one and assign it to velocity each _physics_process tick.

See references/steering-behaviors.md for the full GDScript and C# implementations of seek, flee, arrive (with deceleration ramp), and wander (with circle-projection jitter).


5. Patrol Patterns

A NavigationAgent2D plus an array of Marker2D waypoints and a Timer for the pause at each point produces a clean patrol loop. Cycle the index on wait_timer.timeout, set nav_agent.target_position to the next waypoint, and gate movement on is_navigation_finished().

See references/patrol-patterns.md for the full GDScript and C# waypoint-chain patrol with wait-timer pauses.


6. Behavior Tree Concept

A behavior tree (BT) is a tree of nodes evaluated every tick. Three core node types:

TypeSucceeds whenFails when
Sequenceall children succeed (AND)any child fails
Selectorany child succeeds (OR)all children fail
Actionthe leaf action completesthe leaf reports failure

Sequences model "do A then B then C". Selectors model "try A, else try B, else try C".

See references/behavior-trees.md for the full lightweight BT implementation (BTNode base + Sequence / Selector / Action) and a worked enemy that uses "chase OR patrol", in both GDScript and C#.


7. Chase + Attack Pattern

Combines NavigationAgent2D with a state machine. See the state-machine skill for the full FSM infrastructure.

States
StateEntry conditionExit condition
PATROLdefault / player escapedplayer enters detect_range
CHASEplayer in detect_rangeplayer in attack_range OR player escaped
ATTACKplayer in attack_rangeplayer left attack_range

See references/chase-attack.md for the full GDScript and C# implementation (PATROL → CHASE → ATTACK transitions, attack cooldown timer, patrol-waypoint advancement, escape-range hand-off back to patrol).

For larger projects, extract each state into its own node class using the state-machine skill and inject the NavigationAgent2D reference from the parent.


Show full SKILL.md (486 more words)Show less

8. Dedicated 2D Navigation Server (Godot 4.5+)

Prior to Godot 4.5, NavigationServer2D was a thin frontend that delegated all work to the 3D navigation server internally. Godot 4.5 splits them into fully independent servers. The change is transparent — no API changes and no code migration is required — but it brings two practical benefits:

  • Performance: 2D pathfinding no longer competes with 3D navigation for server resources. Large 2D scenes with many agents see lower CPU overhead.
  • Smaller exports for 2D-only games: The 3D navigation server can be stripped from 2D-only export templates, reducing binary size.
gdscript
# No code change needed — NavigationServer2D calls work identically.
# The split is internal; you continue using NavigationServer2D as before.

# Example: query a path directly via the server (unchanged API).
func get_path_to(target: Vector2) -> PackedVector2Array:
    var map: RID = get_world_2d().get_navigation_map()
    return NavigationServer2D.map_get_path(
        map,
        global_position,
        target,
        true  # optimize path
    )
csharp
// No code change needed — NavigationServer2D calls work identically.
public PackedVector2Array GetPathTo(Vector2 target)
{
    var map = GetWorld2D().GetNavigationMap();
    return NavigationServer2D.MapGetPath(map, GlobalPosition, target, true);
}

2D-only projects: In Project Settings → Modules, you can disable the NavigationServer3D module to reduce export size. This is only safe if no 3D navigation nodes (NavigationRegion3D, NavigationAgent3D) are used anywhere in the project.


9. Common Pitfalls

PitfallSymptomFix
Navigation mesh not bakedAgent stands still; no path foundBake the NavigationPolygon/NavigationMesh before running, or call bake_navigation_polygon() at runtime after scene loads
agent_radius too largeAgent can't fit through doorways or narrow corridorsLower radius on NavigationAgent to be slightly less than half the passage width
Avoidance jitterAgent stutters or oscillates when near other agentsIncrease time_horizon_agents (try 2–4 s) or slightly lower max_speed on the agent
Path recalculation too frequentCPU spike each frame; agents lagAdd a Timer (0.2–0.5 s) and only set target_position when the timer fires, not every physics frame
Wrong navigation layerAgent ignores some regions or finds no pathConfirm navigation_layers bitmask matches between the NavigationRegion and the NavigationAgent
Target set before NavigationServer is readyPath is empty on the first frameDefer target_position assignment to _ready() or await NavigationServer2D.map_changed
Gravity ignored in 3DAgent floats or sinks into the floorAlways accumulate velocity.y from gravity separately; only zero out X/Z from the nav direction
Baking causes frame dropSynchronous bake on large maps blocks the main threadUse async baking: bake_navigation_mesh(true) (Godot 4.4+); connect bake_finished signal

⚠️ Changed in Godot 4.7: NavigationServer3D.map_get_closest_point_normal(map, to_point) now returns a normalized vector (GH-119022) — previously the returned surface normal could be unnormalized. Code that compensated by calling normalized() on the result keeps working; code that relied on the unnormalized magnitude breaks.


10. Checklist

  • NavigationRegion2D/3D added to the scene with a NavigationPolygon/NavigationMesh resource
  • Navigation mesh baked (edit-time or at runtime before the agent needs a path)
  • navigation_layers bitmask matches between NavigationRegion and NavigationAgent
  • NavigationAgent2D/NavigationAgent3D is a child of the enemy node
  • get_next_path_position() called each physics frame, not get_target_position()
  • velocity_computed signal connected when avoidance_enabled is true
  • is_navigation_finished() checked before moving to avoid jitter at the destination
  • Path target updated via a throttle timer rather than every frame when following a moving player
  • agent_radius small enough to fit through the narrowest passage in the level
  • Gravity applied independently of horizontal nav velocity (3D only)
  • Large or dynamic maps use async baking (bake_navigation_mesh(true)) to avoid frame drops (Godot 4.4+)
  • 2D-only projects on Godot 4.5+ can disable NavigationServer3D in Project Settings to reduce export size

© jame581, 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 6 other files (references) in skills/ai-navigation of jame581/GodotPrompter.

  • SKILL.md
  • references/async-baking.md
  • references/behavior-trees.md
  • references/chase-attack.md
  • references/navigation-agent-3d.md
  • references/patrol-patterns.md
  • references/steering-behaviors.md

Open the folder on GitHubat commit 1e7d79d

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Works with

Questions about Godot AI Navigation

What does Godot AI Navigation do?

Covers pathfinding and enemy movement in Godot 4.3 and later: navigation regions, NavigationAgent nodes, steering, behavior trees and patrol routes. The skill starts with setup. A NavigationRegion2D or NavigationRegion3D node gets a NavigationPolygon or NavigationMesh resource, and the walkable area is baked in the editor or at runtime through `bake_navigation_polygon()` and `bake_navigation_mesh()`, shown in both GDScript and C#.

When should I use Godot AI Navigation?

Godot AI Navigation fits situations like: making enemies path around obstacles with NavigationAgent2D or NavigationAgent3D; rebaking navigation meshes at runtime for procedural or destructible levels; adding patrol routes and chase behavior to NPCs.

How do I install Godot AI Navigation in Claude Code?

Run `npx skills add jame581/GodotPrompter --skill ai-navigation -a claude-code`. Or copy the skill folder (skills/ai-navigation in jame581/GodotPrompter) into .claude/skills/ai-navigation in your project. Claude Code loads it when a task matches its description.

How do I install Godot AI Navigation in Codex?

Run `npx skills add jame581/GodotPrompter --skill ai-navigation -a codex`. Or copy the skill folder (skills/ai-navigation in jame581/GodotPrompter) into .agents/skills/ai-navigation in your project. Codex loads it when a task matches its description.

Can I use Godot AI Navigation 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 jame581/GodotPrompter --skill ai-navigation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ai-navigation, .gemini/skills/ai-navigation, .github/skills/ai-navigation and .opencode/skills/ai-navigation in your project.

What does Godot AI Navigation need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot AI Navigation is instructions for the agent only. Our summary lists: Godot 4.3 or newer.

Does Godot AI Navigation access the network?

SKILL.md names 1 domain. As links in the text: github.com. This is read from the text; nothing was executed.

Is Godot AI Navigation 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 Godot AI Navigation use?

Godot AI Navigation 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 Godot AI Navigation use?

About 3.5k tokens (SKILL.md is roughly 14k 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 7k tokens, read only when the agent opens those files.

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Who maintains Godot AI Navigation?

jame581 (a GitHub user) maintains it in jame581/GodotPrompter, which has 799 GitHub stars. The repository holds 58 skills in this directory. The repository was last updated on October 8, 2026.

Source: jame581/GodotPrompter on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.