Agent skill

Godot Genre Stealth

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design.

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Stealth

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

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

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-stealth --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-genre-stealth .claude/skills/godot-genre-stealth && 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-genre-stealth
GitHub stars
821
Token cost
~3.3k tokens
SKILL.md length
1,054 words
Files
22 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design.

  • Building stealth-action
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees, plus 4 more sections
  • Tactical infiltration
  • Immersive sim games requiring enemy awareness systems

What it does

Godot Genre Stealth is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

Its SKILL.md is about 3.3k tokens, which your agent loads only when the skill is triggered. The skill folder holds 23 other files, including scripts and reference files (for example `references/ai-detection-system.md`, `references/alert-states.md` and `references/common-pitfalls.md`).

It sits in Game Development, covering Game development and Humanizing AI text. 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

  • Building stealth-action
  • Tactical infiltration
  • Immersive sim games requiring enemy awareness systems

Example prompts

  • “/godot-genre-stealth”

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

    Ships 9 files in scripts/, which the agent can run.

    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 Genre Stealth loads about 3.3k tokens when it runs, and up to ~6.8k if it reads all its reference files. Until then it costs about 111 tokens; SKILL.md has 1,054 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~111
When it runs · the whole SKILL.md, loaded when a task matches
~3.3k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.8k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 1,054 words, ~3,283 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-stealth/SKILL.md (or your agent's skills folder). This skill also uses 21 other files; get the full folder from GitHub.
name
godot-genre-stealth
description
Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

NEVER Do (Expert Anti-Patterns)

Detection & Awareness
  • NEVER use binary "Seen/Not Seen" detection; strictly use a Gradual Detection Meter (0-100%) that builds based on distance, light level, and speed.
  • NEVER use standard RayCast3D nodes for massive amounts of vision checks; strictly use PhysicsDirectSpaceState3D.intersect_ray() to query the PhysicsServer instantly and nodelessly.
  • NEVER allow AI to see through solid geometry; strictly use raycasts between AI eyes and player sample points (Head/Torso/Feet).
  • NEVER use a single sample point for visibility; strictly sample at least 3 points (Head, Torso, Feet) to prevent detection bugs when partially in cover.
  • NEVER use static "Guard Paths"; strictly implement Dynamic Investigating where guards leave their route to check on suspicious sounds/activities.
  • NEVER trigger "Detection" immediately upon line-of-sight; strictly use a Detection Meter with a decay rate to provide a "forgiveness window" for the player to recover.
  • NEVER assume a random navmesh point is safe; strictly verify cover points by Raycasting toward the Threat to ensure geometry successfully breaks the line of sight.
  • NEVER forget to pass the guard's own RID into the raycast exclude array; if omitted, the ray will hit the guard's own body, causing false blocking.
  • NEVER run complex AI detection for off-screen guards; strictly use VisibleOnScreenNotifier3D to pause heavy logic for distant enemies.
Systemic & World Logic
  • NEVER use a simple distance_to() check for hearing; strictly calculate sound travel along the Navigation Path to determine if a wall blocks noise.
  • NEVER make combat as viable as stealth; strictly ensure "going loud" triggers intense reinforcements or high-lethality states to preserve the stealth loop.
  • NEVER hide the "Why" of detection; strictly provide immediate feedback via UI icons (?, !) or audio barks ("What was that?").
  • NEVER ignore the return value of intersect_ray(); strictly check is_empty() first to prevent runtime crashes.
  • NEVER assume a raycast won't hit the guard itself; strictly exclude the guard's RID from Query Parameters.
Optimization & Performance
  • NEVER tightly couple AI to player scripts; strictly use duck-typing (e.g., if body.has_method("get_detected")) so guards can spot decoys or dead bodies without brittle dependencies.
  • NEVER maintain hardcoded arrays to trigger base-wide alarms; strictly add guards to a "guards" group and use get_tree().call_group() for dynamic notification.
  • NEVER use standard Strings for AI state; strictly use StringName (&"alert") for O(1) pointer-level comparisons in high-frequency loops.
  • NEVER bake massive NavigationMeshes synchronously; strictly use use_async_iterations to prevent main thread stalls during runtime bakes.
  • NEVER rely on Node.find_child() during gameplay; strictly use Groups or exported references for O(1) player tracking.
  • NEVER leave CollisionShapes enabled on incapacitated bodies; strictly disable them or move them to a "corpse" layer to prevent pathing interference.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. stealth_patterns.gd — space-state LoS, cone DOT, hearing helpers
  2. stealth_ai_controller.gd — multi-sample rays + RID exclude + path-length hearing
  3. stealth_vision_cone.gd / vision_cone_3d.gd — cone authorship
Original Expert Patterns
Modular Components

Core Loop

  1. Hide / move → 2. Vision & light exposure → 3. Sound propagation → 4. Alert escalation → 5. Investigate / escape

Decision Trees

Perception
NeedAction
LoS + exclude self/player RIDsMANDATORY stealth_ai_controller.gd + stealth_patterns.gd
Light-scaled detectionvisibility_manager.gd / light_detector.gd
Hearing through geometryPath-length via NavigationServer (controller) + sound_occlusion_manager.gd
When to load modules
TaskLoad
Guard AI spinepatterns + ai_controller
Author conesvision_cone scripts
Player light gemvisibility + light_detector
Loud world propssound_occlusion_manager

Do not paste long vision/alert/ability tutorials into the skill body — keep decision trees here and implement from scripts.

Skill Chain

PhaseSkillsPurpose
1. Physicsgodot-raycasting-queriesSpace-state LoS
2. Navgodot-navigation-pathfindingInvestigate / path hearing
3. AIgodot-state-machine-advancedIDLE→ALERT FSM
4. Audiogodot-audio-systemsAI_Audible buses
5. Balancegodot-monte-carlo-balancerDetection thresholds

Common Pitfalls

PitfallSolution
RayCast3D per guardMulti-sample intersect_ray + RID exclude
distance_to hearingNavigation path length
Off-screen CPUVisibleOnScreenNotifier suspend
Show full SKILL.md (413 more words)Show less

Deep recipes (on demand)

TopicReference / script
Design pillarsdesign-principles.md
Vision / sound / lightai-detection-system.md + stealth_ai_controller.gd
Alert FSM & UI feedbackalert-states.md + visibility_manager.gd
Player tools (lean, gadgets)player-abilities.md
Cover & encounter layoutlevel-design.md
UI communicationui-communication.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.

Official Documentation
  • Ray-casting — Node casts vs PhysicsDirectSpaceState3D.intersect_ray() for many AI LoS checks without RayCast3D spam.
  • Physics introduction — collision layers/masks that filter vision rays, hearing spheres, and corpse layers.
  • PhysicsDirectSpaceState3D — nodeless intersect_ray / intersect_shape contracts for composite vision and cover verification.
  • PhysicsRayQueryParameters3D — mask, exclude RIDs, and collide flags so guards never self-block LoS queries.
  • Lights and shadows — Omni/Spot energy and shadows that drive light-gem exposure and shadow-layer hiding.
  • Audio buses — dedicated AI-audible buses so loud footsteps/impacts route into hearing systems.
  • Navigation introduction (3D) — regions, agents, and async bake for patrols and investigate paths.
  • Using navigation paths — path length as wall-aware sound travel instead of raw distance_to().
  • NavigationServer3D — map_get_path, random cover points, and avoidance masks for investigating guards.
  • Groups — guards / player / lights groups and call_group for base-wide alarms without hardcoded arrays.
  • VisibleOnScreenNotifier3D — pause heavy detection when off-screen so distant AI do not burn the physics budget.
  • Screen-reading shaders — hint_screen_texture vision-cone feedback overlays (not Godot 3 SCREEN_TEXTURE).
Prerequisites
  • godot-project-foundations — scene tree, groups, and import/project setup before wiring guards, lights, and player sample points.
  • godot-physics-3d — CharacterBody3D, layers/masks, and collision shapes that vision rays and hearing volumes must hit honestly.
  • godot-raycasting-queries — PhysicsServer query parameters, RID excludes, and multi-sample LoS recipes this genre depends on every frame.
Complements
  • godot-navigation-pathfinding — NavigationAgent patrols, investigate targets, and path-length hearing that respects walls.
  • godot-ai-navigation — FOV sensors and perception stacks that feed suspicion/alert state machines.
  • godot-audio-systems — 3D streams and bus layouts for AI-audible noise without coupling to player SFX buses.
  • godot-3d-lighting — light energy, shadows, and probe setups that make light-level detection fair and readable.
  • godot-state-machine-advanced — StringName IDLE/SUSPICIOUS/ALERTED/COMBAT machines instead of ad-hoc string compares.
  • godot-signal-architecture — alert_state_changed and detection-meter signals that keep UI, barks, and AI decoupled.
  • godot-shaders-basics — screen-space cone tint and outline feedback so players always see why they were spotted.
  • godot-camera-systems — lean/peek and frustum-driven VisibleOnScreenNotifier suspend for off-screen guard budgets.
  • godot-monte-carlo-balancer — simulate detection rates, FOV ranges, hearing falloff, and forgiveness windows before shipping difficulty.
Downstream / consumers
  • godot-genre-horror — stalker cones, hiding spots, and suspicion meters that reuse sensory AI patterns.
  • godot-combat-system — lethal escalation and takedown windows once ALERTED/COMBAT breaks the stealth loop.
Master
  • godot-master — library router and mirrored module entry for cross-skill discovery.

© 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 21 other files (scripts, references) in skills/godot-genre-stealth of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/ai-detection-system.md
  • references/alert-states.md
  • references/common-pitfalls.md
  • references/design-principles.md
  • references/godot-tips.md
  • references/level-design.md
  • references/migration-notes.md
  • references/player-abilities.md
  • references/ui-communication.md
  • scripts/alert_indicator.gd
  • scripts/enemy_ai.gd
  • scripts/enemy_vision.gd
  • scripts/light_detector.gd
  • scripts/sound_occlusion_manager.gd
  • scripts/sound_propagation.gd
  • scripts/stealth_ai_controller.gd
  • scripts/stealth_hud.gd
  • scripts/stealth_patterns.gd
  • … and 3 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Stealth 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 Genre Stealth compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Stealth this skillthedivergentai/GD-Agentic-Skills821—~3.3kAutomated 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 Genre Stealth

What does Godot Genre Stealth do?

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Godot Genre Stealth is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design.

When should I use Godot Genre Stealth?

Godot Genre Stealth fits situations like: building stealth-action; tactical infiltration; immersive sim games requiring enemy awareness systems.

How do I install Godot Genre Stealth in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-stealth -a claude-code`. Or copy the skill folder (skills/godot-genre-stealth in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-stealth in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Stealth in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-stealth -a codex`. Or copy the skill folder (skills/godot-genre-stealth in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-stealth in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Stealth 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-genre-stealth -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-genre-stealth, .gemini/skills/godot-genre-stealth, .github/skills/godot-genre-stealth and .opencode/skills/godot-genre-stealth in your project.

What does Godot Genre Stealth need to run?

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

Does Godot Genre Stealth 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 Genre Stealth 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Stealth use?

Godot Genre Stealth 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 Genre Stealth use?

About 3.3k tokens (SKILL.md is roughly 13k 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 3.5k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Stealth?

Skills that share tags, products or a category with Godot Genre Stealth: 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 Genre Stealth?

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.