Agent skill

Godot AI Navigation

by thedivergentai in thedivergentai/GD-Agentic-Skills

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server.

LGPL-3.0Auto-check passedGame Development

Install Godot AI Navigation

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation -a claude-code

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-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/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-ai-navigation .claude/skills/godot-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
godot-ai-navigation
GitHub stars
821
Token cost
~3.8k tokens
SKILL.md length
968 words
Files
3 (incl. references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server.

  • Works in 4 steps: Node agent vs NavigationServer RID → Bake vs obstacle → Layers, links, crowds → …
  • Deciding node agent vs RID server
  • SKILL.md covers Decision Trees (MANDATORY…, NEVER Do in AI Navigation, Fallback… and Expert insights (WHY — keep in…, plus 3 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Godot AI Navigation is an agent skill from thedivergentai/GD-Agentic-Skills. AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

Its SKILL.md is about 3.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 3 other files, including reference files (for example `references/ai-movement-recipes.md` and `references/migration-notes.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Deciding node agent vs RID server
  • Bake vs obstacle
  • Retarget policy — not for engine navmesh recipes

Example prompts

  • “/godot-ai-navigation”

Workflow steps

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

  1. Node agent vs NavigationServer RID
  2. Bake vs obstacle
  3. Layers, links, crowds
  4. Chase / patrol retarget policy (AI layer)

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. 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).

    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):

    • docs.godotengine.org

    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 3.8k tokens when it runs, and up to ~5.1k if it reads all its reference files. Until then it costs about 90 tokens; SKILL.md has 968 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~90
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
~5.1k

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 thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 968 words, ~3,752 tokens.

Download SKILL.mdSave it as .claude/skills/godot-ai-navigation/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
godot-ai-navigation
description
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

Decision Trees (MANDATORY script triggers)

1. Node agent vs NavigationServer RID
SignalChoicePathfinding script (MANDATORY read)
2D top-down / side-scroller, < ~50 agents, editor-tweakableNavigationAgent2D on CharacterBody2Dsmart_navigation_agent.gd
3D floor/slope nav, < ~50 agents, designer-placed regionsNavigationAgent3D on CharacterBody3DSame script (3D branch); pair with godot-physics-3d for body collision
Hundreds–thousands of simple movers (2D or 3D)RID agents on NavigationServerserver_navigation_setup.gd + low_level_avoidance.gd
Agents stuck / jitteringStuck recovery before retarget spamagent_stuck_detection.gd
2. Bake vs obstacle
SignalChoicePathfinding script (MANDATORY read)
Walkable geometry changed (proc gen, doors)Async parse + bakeasync_dynamic_baking.gd
Moving platform / shifting regionDynamic region managerdynamic_nav_manager.gd
Projectile / rolling hazard pushing agentsRVO obstacle (no full rebake)moving_obstacle_server.gd
Prefer roads over mud/waterRegion enter/travel coststerrain_cost_manager.gd
SignalChoicePathfinding script (MANDATORY read)
Walk / fly / swim (or faction) filtersNavigation layers bitmaskslayer_mask_navigation.gd
Jump / teleport / elevator edgesNavigationLink traversalnav_link_traversal.gd
Formation / anti-clump crowdsLeader-relative offsetsgroup_avoidance_formations.gd
Hot-path query allocsReuse query parameter/result objectsmemory_optimized_queries.gd

Do NOT Load scripts outside the chosen row (e.g. skip RID/server scripts for a single designer-tuned agent; skip async bake when only RVO obstacles move).

4. Chase / patrol retarget policy (AI layer)
  • Chase: Retarget on timer (~0.2s) or distance threshold — never assign target_position every physics frame.
  • Patrol: Advance waypoint only when is_navigation_finished() and is_target_reachable(); on unreachable, pick next or repath.
  • State ownership: Patrol/chase/search transitions belong in godot-state-machine-advanced; this skill only decides how to retarget once a state asks for a destination.

Patrol state handoff (call site): in the patrol state's _physics_process, when the agent finishes a waypoint, call retarget_if_needed(next_waypoint) — do not set target_position directly from the state machine root.

gdscript
# PatrolState.gd — state machine owns transitions; this skill owns retarget policy
func _physics_process(_delta: float) -> void:
	if nav_agent.is_navigation_finished() and nav_agent.is_target_reachable():
		_ai_nav.retarget_if_needed(_waypoints[_index])
		_index = (_index + 1) % _waypoints.size()
gdscript
# Threshold retarget — AI policy, not per-frame path spam
const RETARGET_DIST := 1.5
var _last_target: Vector3

func retarget_if_needed(desired: Vector3) -> void:
	if desired.distance_to(_last_target) < RETARGET_DIST:
		return
	nav_agent.target_position = desired
	_last_target = desired

NEVER Do in AI Navigation

  • NEVER set target_position before awaiting physics frame — MUST call_deferred() then await get_tree().physics_frame.
  • NEVER use synchronous runtime bake — Use bake_from_source_geometry_data_async via pathfinding async_dynamic_baking.gd.
  • NEVER poll chase targets every frame — Path recalculation spam.
  • NEVER invent local duplicate nav scripts here — Implement from godot-navigation-pathfinding only.
  • NEVER ignore is_target_reachable() / stuck recovery — Unreachable or stalled agents need policy (agent_stuck_detection.gd).
  • NEVER leave avoidance radius at 0 when avoidance_enabled — Agents pass through each other.
  • NEVER call get_path() every frame — Reuse path query objects (memory_optimized_queries.gd).

Fallback (godot-navigation-pathfinding not installed)

If the sibling skill is unavailable, use this minimal stuck-recovery checklist — do not paste full bake/RID tutorials from memory:

  1. Defer first target_position with call_deferred + await get_tree().physics_frame.
  2. Retarget on timer (~0.2s) or distance threshold — never every frame.
  3. On stall: if !nav_agent.is_target_reachable() or velocity ≈ 0 for N frames, skip waypoint or call get_next_path_position() recovery.
  4. Avoidance: set radius > 0 when avoidance_enabled.
  5. Re-install godot-navigation-pathfinding before shipping async bake or RID crowds.

Expert insights (WHY — keep in body)

  • Deferred first target — WHY: NavigationAgent maps/regions are not ready in _ready(). call_deferred + await physics_frame prevents first-path failure.
  • Retarget policy — WHY: per-frame target_position rebakes paths and spikes CPU. Timer (~0.2 s) or distance threshold only.
  • Unreachable waypoints — WHY: patrol loops stall forever without is_target_reachable() + skip/repath policy.
  • Avoidance radius 0 — WHY: enabled avoidance with zero radius disables separation; agents stack.

Golden Path

  1. Classify the AI need with the decision trees above.
  2. MANDATORY open each linked pathfinding script for the chosen rows — Do NOT Load the rest of that skill's scripts.
  3. Wire retarget/state policy here (timer/threshold + state machine), movement via CharacterBody.
  4. Do NOT Load Official Docs intro recipes unless first-time region bake UI is required (use Reference links).

Deep recipes (on demand)

TopicReference / script
Chase / patrol / crowd AI recipesai-movement-recipes.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Show full SKILL.md (378 more words)Show less
Official Documentation
Prerequisites
  • godot-navigation-pathfinding — MANDATORY authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local scripts/.
  • godot-characterbody-2d — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent.
  • godot-2d-physics — Collision layers/shapes still block bodies; navmesh is not a physics substitute for walls and triggers.
  • godot-physics-3d — 3D agents share the same split: NavigationServer paths vs RigidBody/CharacterBody collision and slopes.
Complements
Downstream / consumers
  • godot-genre-rts — Unit move commands and RVO crowds consume NavigationAgent/Server patterns directly.
  • godot-genre-tower-defense — Lane/path enemies and dynamic blockers depend on regions, costs, and obstacle updates.
  • godot-genre-stealth — Guard patrols and investigate points are NavigationAgent routes gated by detection state.
  • godot-combat-system — Engage/kite/flank movement issues new targets and stuck recovery on top of paths.
  • godot-monte-carlo-balancer — Simulate chase reachability, travel-time bands, and crowd pressure when tuning AI difficulty.
Master
  • godot-master — Library router and mirrored module entry for this Domain Skill.

© thedivergentai, LGPL-3.0. 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 2 other files (references) in skills/godot-ai-navigation of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/ai-movement-recipes.md
  • references/migration-notes.md

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot AI Navigation 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.

Godot AI Navigation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot AI Navigation this skillthedivergentai/GD-Agentic-Skills821—~3.8kAutomated safety check: PassLGPL-3.0
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-integration285—~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 Godot AI Navigation

What does Godot AI Navigation do?

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Godot AI Navigation is an agent skill from thedivergentai/GD-Agentic-Skills. AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server.

When should I use Godot AI Navigation?

Godot AI Navigation fits situations like: deciding node agent vs RID server; bake vs obstacle; retarget policy — not for engine navmesh recipes.

How do I install Godot AI Navigation in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation -a claude-code`. Or copy the skill folder (skills/godot-ai-navigation in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-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 thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation -a codex`. Or copy the skill folder (skills/godot-ai-navigation in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-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 thedivergentai/GD-Agentic-Skills --skill godot-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/godot-ai-navigation, .gemini/skills/godot-ai-navigation, .github/skills/godot-ai-navigation and .opencode/skills/godot-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.

Does Godot AI Navigation access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. 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 LGPL-3.0 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 3.8k 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 1.3k tokens, read only when the agent opens those files.

What are the alternatives to Godot AI Navigation?

Skills that share tags, products or a category with Godot AI Navigation: 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, 285 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 Godot AI Navigation?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.