Creator · thedivergentai
Last updated · Sep 3, 2026
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
Creator · thedivergentai
Last updated · Sep 3, 2026
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
Creator · thedivergentai
Last updated · Sep 3, 2026
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
Creator · thedivergentai
Last updated · Sep 3, 2026
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
Review then install
Install targets
Codex install prompt
Install the "godot-ai-navigation" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ai-navigation. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ai-navigation","task":"Install godot-ai-navigation","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
648
75/100 Quality · 82/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
648 GitHub stars
Repo activity
648 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
Agent should check
Copy prompt
Task: Use godot-ai-navigation in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
LLM text format
/api/skills/thedivergentai-godot-ai-navigation/install?format=text
Find alternatives
/api/skills/search?q=godot-ai-navigation&limit=3
Agent prompt
Use godot-ai-navigation for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/thedivergentai-godot-ai-navigation
LLM text
/api/registry/manifest/thedivergentai-godot-ai-navigation?format=text
Install alias
/api/registry/install/thedivergentai-godot-ai-navigation
Recommend
/api/registry/recommend?task=Use%20godot-ai-navigation%20in%20an%20agent%20workflow&limit=3
Agent fit
RAG and knowledge
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
RAG and knowledge
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO648 GitHub stars
Stars/forks activity
INFO648 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Alternative shortlist
Similar skills that may fit this task.
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--- 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 | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | 2D top-down / side-scroller, < ~50 agents, editor-tweakable | `NavigationAgent2D` on CharacterBody2D | [smart_navigation_agent.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/smart_navigation_agent.gd) | | 3D floor/slope nav, < ~50 agents, designer-placed regions | `NavigationAgent3D` on CharacterBody3D | Same script (3D branch); pair with [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) for body collision | | Hundreds–thousands of simple movers (2D or 3D) | RID agents on NavigationServer | [server_navigation_setup.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/server_navigation_setup.gd) + [low_level_avoidance.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/low_level_avoidance.gd) | | Agents stuck / jittering | Stuck recovery before retarget spam | [agent_stuck_detection.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/agent_stuck_detection.gd) |
### 2. Bake vs obstacle | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walkable geometry changed (proc gen, doors) | Async parse + bake | [async_dynamic_baking.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/async_dynamic_baking.gd) | | Moving platform / shifting region | Dynamic region manager | [dynamic_nav_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/dynamic_nav_manager.gd) | | Projectile / rolling hazard pushing agents | RVO obstacle (no full rebake) | [moving_obstacle_server.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/moving_obstacle_server.gd) | | Prefer roads over mud/water | Region enter/travel costs | [terrain_cost_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/terrain_cost_manager.gd) |
### 3. Layers, links, crowds | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walk / fly / swim (or faction) filters | Navigation layers bitmasks | [layer_mask_navigation.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/layer_mask_navigation.gd) | | Jump / teleport / elevator edges | NavigationLink traversal | [nav_link_traversal.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/nav_link_traversal.gd) | | Formation / anti-clump crowds | Leader-relative offsets | [group_avoidance_formations.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/group_avoidance_formations.gd) | | Hot-path query allocs | Reuse query parameter/result objects | [memory_optimized_queries.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/memory_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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md); 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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) 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)
| Topic | Reference / script | |-------|-------------------| | Chase / patrol / crowd AI recipes | [ai-movement-recipes.md](references/ai-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.
### Official Documentation - [Navigation overview](https://docs.godotengine.org/en/stable/tutorials/navigation/index.html) — Tutorial index for maps, regions, agents, meshes, links, obstacles, and performance before diving into class pages. - [Navigation introduction (2D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html) — Minimal NavigationRegion2D + NavigationAgent2D setup, baking walkable polygons, and first-frame readiness. - [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — Parallel 3D bootstrap with NavigationRegion3D / NavigationAgent3D and mesh baking expectations. - [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) — target_position, get_next_path_position, avoidance radius, and velocity_computed safe-velocity flow for chase/patrol AI. - [Using NavigationServers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationservers.html) — RID maps/regions/agents for node-less crowds and custom server setups at scale. - [Using navigation meshes](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationmeshes.html) — Parse/bake source geometry, async baking, and projected obstructions for dynamic carving. - [Using NavigationRegions](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationregions.html) — Region ownership, enter/travel costs, and chunked/runtime region updates for terrain penalties. - [Using NavigationObstacles](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationobstacles.html) — RVO push obstacles vs bake-time carving without full remesh every frame. - [Using NavigationLinks](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlinks.html) — Jump/teleport/elevator edges and manual link traversal on agents. - [Using navigation layers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlayers.html) — 32-bit layer bitmasks for walk/fly/swim (or faction) path filters. - [Using navigation path query objects](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationpathqueryobjects.html) — Reuse NavigationPathQueryParameters/Result to avoid per-frame GC in crowds. - [Optimizing navigation performance](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_optimizing_performance.html) — Bake cost, agent/obstacle counts, and server query budgets for large AI populations.
### Related Skills
#### Prerequisites - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — **MANDATORY** authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local `scripts/`. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKIL
Source provenance
Decision snapshot
648 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for godot-ai-navigation, ready for a manual X post.
godot-ai-navigation: AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAg... 648 stars https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x
Listing + install path for godot-ai-navigation: https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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This listing was indexed from public sources and is not marked official until a maintainer claim is approved.
Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
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Creator backlink kit
Show the canonical listing, current trust and audit signals, and real Agent-Proven evidence where developers evaluate the repository.
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24.7K StarsReview then install
Install targets
Codex install prompt
Install the "godot-ai-navigation" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ai-navigation. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ai-navigation","task":"Install godot-ai-navigation","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
648
75/100 Quality · 82/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
648 GitHub stars
Repo activity
648 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
Agent should check
Copy prompt
Task: Use godot-ai-navigation in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
LLM text format
/api/skills/thedivergentai-godot-ai-navigation/install?format=text
Find alternatives
/api/skills/search?q=godot-ai-navigation&limit=3
Agent prompt
Use godot-ai-navigation for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/thedivergentai-godot-ai-navigation
LLM text
/api/registry/manifest/thedivergentai-godot-ai-navigation?format=text
Install alias
/api/registry/install/thedivergentai-godot-ai-navigation
Recommend
/api/registry/recommend?task=Use%20godot-ai-navigation%20in%20an%20agent%20workflow&limit=3
Agent fit
RAG and knowledge
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
RAG and knowledge
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO648 GitHub stars
Stars/forks activity
INFO648 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- 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 | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | 2D top-down / side-scroller, < ~50 agents, editor-tweakable | `NavigationAgent2D` on CharacterBody2D | [smart_navigation_agent.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/smart_navigation_agent.gd) | | 3D floor/slope nav, < ~50 agents, designer-placed regions | `NavigationAgent3D` on CharacterBody3D | Same script (3D branch); pair with [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) for body collision | | Hundreds–thousands of simple movers (2D or 3D) | RID agents on NavigationServer | [server_navigation_setup.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/server_navigation_setup.gd) + [low_level_avoidance.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/low_level_avoidance.gd) | | Agents stuck / jittering | Stuck recovery before retarget spam | [agent_stuck_detection.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/agent_stuck_detection.gd) |
### 2. Bake vs obstacle | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walkable geometry changed (proc gen, doors) | Async parse + bake | [async_dynamic_baking.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/async_dynamic_baking.gd) | | Moving platform / shifting region | Dynamic region manager | [dynamic_nav_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/dynamic_nav_manager.gd) | | Projectile / rolling hazard pushing agents | RVO obstacle (no full rebake) | [moving_obstacle_server.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/moving_obstacle_server.gd) | | Prefer roads over mud/water | Region enter/travel costs | [terrain_cost_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/terrain_cost_manager.gd) |
### 3. Layers, links, crowds | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walk / fly / swim (or faction) filters | Navigation layers bitmasks | [layer_mask_navigation.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/layer_mask_navigation.gd) | | Jump / teleport / elevator edges | NavigationLink traversal | [nav_link_traversal.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/nav_link_traversal.gd) | | Formation / anti-clump crowds | Leader-relative offsets | [group_avoidance_formations.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/group_avoidance_formations.gd) | | Hot-path query allocs | Reuse query parameter/result objects | [memory_optimized_queries.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/memory_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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md); 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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) 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)
| Topic | Reference / script | |-------|-------------------| | Chase / patrol / crowd AI recipes | [ai-movement-recipes.md](references/ai-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.
### Official Documentation - [Navigation overview](https://docs.godotengine.org/en/stable/tutorials/navigation/index.html) — Tutorial index for maps, regions, agents, meshes, links, obstacles, and performance before diving into class pages. - [Navigation introduction (2D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html) — Minimal NavigationRegion2D + NavigationAgent2D setup, baking walkable polygons, and first-frame readiness. - [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — Parallel 3D bootstrap with NavigationRegion3D / NavigationAgent3D and mesh baking expectations. - [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) — target_position, get_next_path_position, avoidance radius, and velocity_computed safe-velocity flow for chase/patrol AI. - [Using NavigationServers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationservers.html) — RID maps/regions/agents for node-less crowds and custom server setups at scale. - [Using navigation meshes](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationmeshes.html) — Parse/bake source geometry, async baking, and projected obstructions for dynamic carving. - [Using NavigationRegions](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationregions.html) — Region ownership, enter/travel costs, and chunked/runtime region updates for terrain penalties. - [Using NavigationObstacles](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationobstacles.html) — RVO push obstacles vs bake-time carving without full remesh every frame. - [Using NavigationLinks](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlinks.html) — Jump/teleport/elevator edges and manual link traversal on agents. - [Using navigation layers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlayers.html) — 32-bit layer bitmasks for walk/fly/swim (or faction) path filters. - [Using navigation path query objects](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationpathqueryobjects.html) — Reuse NavigationPathQueryParameters/Result to avoid per-frame GC in crowds. - [Optimizing navigation performance](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_optimizing_performance.html) — Bake cost, agent/obstacle counts, and server query budgets for large AI populations.
### Related Skills
#### Prerequisites - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — **MANDATORY** authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local `scripts/`. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKIL
Source provenance
Decision snapshot
648 GitHub stars
Audit
Install and adoption review
Agent-proven evidence
Outcome reports after resolve, review, install, and one narrow run.
No agent outcome data yet. The first agent run can report success, setup needs, risk blocks, failure, or not-relevant through /api/agent/outcome.
Install
Free and open source. Review the report before installing into production agents.
Growth loop
Scenario-led draft for godot-ai-navigation, ready for a manual X post.
godot-ai-navigation: AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAg... 648 stars https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x
Listing + install path for godot-ai-navigation: https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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This listing was indexed from public sources and is not marked official until a maintainer claim is approved.
Attribution links to the public repository or creator profile. Creators can claim the listing to update ownership signals.
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@thedivergentai
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Review then install
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Install targets
Codex install prompt
Install the "godot-ai-navigation" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ai-navigation. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ai-navigation","task":"Install godot-ai-navigation","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Maintenance
fresh
15d since push
Risk
Safe to try
Quality score needs review
GitHub quality
648
75/100 Quality · 82/100 Trust
Coverage tags
Review notes
Quality score needs review
Agent adoption scorecard
These scores combine public repository metadata, OpenAgentSkill review signals, maintenance freshness, and install readiness. They are a shortlist signal, not a replacement for human review.
Quality
StrongSolid option that is likely worth shortlisting for production workflows.
Trust
Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
Audit
Safe to tryA machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
OpenAgentSkill Trust Score v5
Use as the primary candidate after human or sandbox review.
Stars
648 GitHub stars
Repo activity
648 stars, 40 forks
Maintenance
15d since push
License
LGPL-3.0
Install
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Install safety
Agent-readable metadata
Use this block or the embedded JSON to decide whether an agent should install this skill, choose an alternative, or ask for human review first.
Suited tasks
Suited agents
Install decision
Trust and risk
Outcome loop
Install command
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationDo not use when
Agent safety v2
Good audit and safety signals with no high-risk permission hints in public metadata.
Review the audit page, then allow agent install in a sandboxed workflow.
medium
Skill likely fetches remote pages, APIs, repositories, or external services.
medium
Skill may inspect schemas, query databases, or work with persistent stores.
Agent resolve plan
The Resolve API returns the selected skill, alternatives, safety policy, audit notes, install target, and copy-paste prompt an agent can follow without scraping this page.
Open JSON
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
Agent should check
Copy prompt
Task: Use godot-ai-navigation in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Review install handoff: https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install
Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
Before running it, summarize audit warnings, required permissions, and the fallback skill if install is risky.Agent handoff
Use the public install endpoint to fetch the command, safety checklist, target prompts, and canonical links for this skill.
Install handoff
/api/skills/thedivergentai-godot-ai-navigation/install
LLM text format
/api/skills/thedivergentai-godot-ai-navigation/install?format=text
Find alternatives
/api/skills/search?q=godot-ai-navigation&limit=3
Agent prompt
Use godot-ai-navigation for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationRegistry metadata
This page exposes the same decision, trust, audit, use-case, and install signals through the Registry API, so agents can rank this skill without scraping the UI.
Manifest
/api/registry/manifest/thedivergentai-godot-ai-navigation
LLM text
/api/registry/manifest/thedivergentai-godot-ai-navigation?format=text
Install alias
/api/registry/install/thedivergentai-godot-ai-navigation
Recommend
/api/registry/recommend?task=Use%20godot-ai-navigation%20in%20an%20agent%20workflow&limit=3
Agent fit
RAG and knowledge
Use-case tags
Platforms
Claude Code
Audit report
A machine-readable review of install readiness, security metadata, maintenance, and adoption risk.
Agent decision cockpit
Use this as a leading candidate, then validate the README and install path in your own agent stack.
Role in stack
Primary pick
Primary fit
RAG and knowledge
Trust label
Production-ready
Install path
Command ready
Use when
Evidence
review first
Implementation path
Trust profile
Good shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
GitHub adoption
INFO648 GitHub stars
Stars/forks activity
INFO648 stars, 40 forks; issue activity unavailable in current metadata
Recent maintenance
PASS15d since push
License clarity
PASSLGPL-3.0
Good signals
Review before install
Recommended action
Use as the primary candidate after human or sandbox review.
Quality profile
Solid option that is likely worth shortlisting for production workflows.
Workflow fit
Search private knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Operate web apps
I need my agent to control a browser, fill forms, and verify web app workflows.
Investigate faster
I need my agent to research a topic, compare sources, and produce a concise report.
Workflow fit
Ingest, retrieve, and cite
A workflow for document-heavy agents that ingest files, create searchable knowledge, retrieve relevant context, and answer with grounded sources.
Find, compare, and synthesize
A workflow for agents that gather sources, compare claims, summarize long material, and draft useful research briefs.
Operate and verify web apps
A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
Alternative shortlist
Similar skills that may fit this task.
Run multimodal agents that operate desktop interfaces
Connect agents to hundreds of workflow automations
利用AI大模型,一键生成高清短视频 Generate short videos with one click using AI LLM.
Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- 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 | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | 2D top-down / side-scroller, < ~50 agents, editor-tweakable | `NavigationAgent2D` on CharacterBody2D | [smart_navigation_agent.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/smart_navigation_agent.gd) | | 3D floor/slope nav, < ~50 agents, designer-placed regions | `NavigationAgent3D` on CharacterBody3D | Same script (3D branch); pair with [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) for body collision | | Hundreds–thousands of simple movers (2D or 3D) | RID agents on NavigationServer | [server_navigation_setup.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/server_navigation_setup.gd) + [low_level_avoidance.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/low_level_avoidance.gd) | | Agents stuck / jittering | Stuck recovery before retarget spam | [agent_stuck_detection.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/agent_stuck_detection.gd) |
### 2. Bake vs obstacle | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walkable geometry changed (proc gen, doors) | Async parse + bake | [async_dynamic_baking.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/async_dynamic_baking.gd) | | Moving platform / shifting region | Dynamic region manager | [dynamic_nav_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/dynamic_nav_manager.gd) | | Projectile / rolling hazard pushing agents | RVO obstacle (no full rebake) | [moving_obstacle_server.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/moving_obstacle_server.gd) | | Prefer roads over mud/water | Region enter/travel costs | [terrain_cost_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/terrain_cost_manager.gd) |
### 3. Layers, links, crowds | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walk / fly / swim (or faction) filters | Navigation layers bitmasks | [layer_mask_navigation.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/layer_mask_navigation.gd) | | Jump / teleport / elevator edges | NavigationLink traversal | [nav_link_traversal.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/nav_link_traversal.gd) | | Formation / anti-clump crowds | Leader-relative offsets | [group_avoidance_formations.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/group_avoidance_formations.gd) | | Hot-path query allocs | Reuse query parameter/result objects | [memory_optimized_queries.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/memory_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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md); 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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) 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)
| Topic | Reference / script | |-------|-------------------| | Chase / patrol / crowd AI recipes | [ai-movement-recipes.md](references/ai-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.
### Official Documentation - [Navigation overview](https://docs.godotengine.org/en/stable/tutorials/navigation/index.html) — Tutorial index for maps, regions, agents, meshes, links, obstacles, and performance before diving into class pages. - [Navigation introduction (2D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html) — Minimal NavigationRegion2D + NavigationAgent2D setup, baking walkable polygons, and first-frame readiness. - [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — Parallel 3D bootstrap with NavigationRegion3D / NavigationAgent3D and mesh baking expectations. - [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) — target_position, get_next_path_position, avoidance radius, and velocity_computed safe-velocity flow for chase/patrol AI. - [Using NavigationServers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationservers.html) — RID maps/regions/agents for node-less crowds and custom server setups at scale. - [Using navigation meshes](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationmeshes.html) — Parse/bake source geometry, async baking, and projected obstructions for dynamic carving. - [Using NavigationRegions](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationregions.html) — Region ownership, enter/travel costs, and chunked/runtime region updates for terrain penalties. - [Using NavigationObstacles](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationobstacles.html) — RVO push obstacles vs bake-time carving without full remesh every frame. - [Using NavigationLinks](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlinks.html) — Jump/teleport/elevator edges and manual link traversal on agents. - [Using navigation layers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlayers.html) — 32-bit layer bitmasks for walk/fly/swim (or faction) path filters. - [Using navigation path query objects](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationpathqueryobjects.html) — Reuse NavigationPathQueryParameters/Result to avoid per-frame GC in crowds. - [Optimizing navigation performance](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_optimizing_performance.html) — Bake cost, agent/obstacle counts, and server query budgets for large AI populations.
### Related Skills
#### Prerequisites - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — **MANDATORY** authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local `scripts/`. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKIL
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Growth loop
Scenario-led draft for godot-ai-navigation, ready for a manual X post.
godot-ai-navigation: AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAg... 648 stars https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x
Listing + install path for godot-ai-navigation: https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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Codex install prompt
Install the "godot-ai-navigation" agent skill from https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ai-navigation. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: 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. After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {"event_id":"install_<unique-id>","skill_slug":"thedivergentai-godot-ai-navigation","task":"Install godot-ai-navigation","agent":"codex","outcome":"success","install_used":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.Supply asset profile
Deep research, source comparison, literature review, RAG, knowledge search, and reports.
Scenario
RAG and knowledge
I need my agent to build a RAG workflow over documents and retrieve reliable context.
Agent fit
Claude Code + CLI + Codex
Codex, Claude Code, Cursor, CLI, or custom agents.
Install
Ready
npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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fresh
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Review then installGood shortlist signal, but the agent should review audit notes, install policy, and outcome evidence before running it.
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648 GitHub stars
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648 stars, 40 forks
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npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationDo not use when
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Review the audit page, then allow agent install in a sandboxed workflow.
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/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
Resolve text
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Install handoff
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Task: Use godot-ai-navigation in this workspace.
Resolve first: https://www.openagentskill.com/api/agent/resolve?task=Use%20godot-ai-navigation%20for%20an%20agent%20workflow&agent=codex&max_risk=medium
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Install command: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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Use godot-ai-navigation for this task. Review https://www.openagentskill.com/api/skills/thedivergentai-godot-ai-navigation/install, then install with: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigationRegistry metadata
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A workflow for agents that navigate products, fill forms, take screenshots, and verify real user flows across web applications.
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Alternative firmware for ESP8266 and ESP32 based devices with easy configuration using webUI, OTA updates, automation using timers or rules, expandability and entirely local control over MQTT, HTTP, Serial or KNX. Full documentation at
--- 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 | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | 2D top-down / side-scroller, < ~50 agents, editor-tweakable | `NavigationAgent2D` on CharacterBody2D | [smart_navigation_agent.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/smart_navigation_agent.gd) | | 3D floor/slope nav, < ~50 agents, designer-placed regions | `NavigationAgent3D` on CharacterBody3D | Same script (3D branch); pair with [godot-physics-3d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-physics-3d/SKILL.md) for body collision | | Hundreds–thousands of simple movers (2D or 3D) | RID agents on NavigationServer | [server_navigation_setup.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/server_navigation_setup.gd) + [low_level_avoidance.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/low_level_avoidance.gd) | | Agents stuck / jittering | Stuck recovery before retarget spam | [agent_stuck_detection.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/agent_stuck_detection.gd) |
### 2. Bake vs obstacle | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walkable geometry changed (proc gen, doors) | Async parse + bake | [async_dynamic_baking.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/async_dynamic_baking.gd) | | Moving platform / shifting region | Dynamic region manager | [dynamic_nav_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/dynamic_nav_manager.gd) | | Projectile / rolling hazard pushing agents | RVO obstacle (no full rebake) | [moving_obstacle_server.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/moving_obstacle_server.gd) | | Prefer roads over mud/water | Region enter/travel costs | [terrain_cost_manager.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/terrain_cost_manager.gd) |
### 3. Layers, links, crowds | Signal | Choice | Pathfinding script (MANDATORY read) | | :--- | :--- | :--- | | Walk / fly / swim (or faction) filters | Navigation layers bitmasks | [layer_mask_navigation.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/layer_mask_navigation.gd) | | Jump / teleport / elevator edges | NavigationLink traversal | [nav_link_traversal.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/nav_link_traversal.gd) | | Formation / anti-clump crowds | Leader-relative offsets | [group_avoidance_formations.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/group_avoidance_formations.gd) | | Hot-path query allocs | Reuse query parameter/result objects | [memory_optimized_queries.gd](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/memory_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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-state-machine-advanced/SKILL.md); 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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/scripts/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](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) 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)
| Topic | Reference / script | |-------|-------------------| | Chase / patrol / crowd AI recipes | [ai-movement-recipes.md](references/ai-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.
### Official Documentation - [Navigation overview](https://docs.godotengine.org/en/stable/tutorials/navigation/index.html) — Tutorial index for maps, regions, agents, meshes, links, obstacles, and performance before diving into class pages. - [Navigation introduction (2D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_2d.html) — Minimal NavigationRegion2D + NavigationAgent2D setup, baking walkable polygons, and first-frame readiness. - [Navigation introduction (3D)](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_introduction_3d.html) — Parallel 3D bootstrap with NavigationRegion3D / NavigationAgent3D and mesh baking expectations. - [Using NavigationAgents](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationagents.html) — target_position, get_next_path_position, avoidance radius, and velocity_computed safe-velocity flow for chase/patrol AI. - [Using NavigationServers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationservers.html) — RID maps/regions/agents for node-less crowds and custom server setups at scale. - [Using navigation meshes](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationmeshes.html) — Parse/bake source geometry, async baking, and projected obstructions for dynamic carving. - [Using NavigationRegions](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationregions.html) — Region ownership, enter/travel costs, and chunked/runtime region updates for terrain penalties. - [Using NavigationObstacles](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationobstacles.html) — RVO push obstacles vs bake-time carving without full remesh every frame. - [Using NavigationLinks](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlinks.html) — Jump/teleport/elevator edges and manual link traversal on agents. - [Using navigation layers](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationlayers.html) — 32-bit layer bitmasks for walk/fly/swim (or faction) path filters. - [Using navigation path query objects](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_using_navigationpathqueryobjects.html) — Reuse NavigationPathQueryParameters/Result to avoid per-frame GC in crowds. - [Optimizing navigation performance](https://docs.godotengine.org/en/stable/tutorials/navigation/navigation_optimizing_performance.html) — Bake cost, agent/obstacle counts, and server query budgets for large AI populations.
### Related Skills
#### Prerequisites - [godot-navigation-pathfinding](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-navigation-pathfinding/SKILL.md) — **MANDATORY** authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local `scripts/`. - [godot-characterbody-2d](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-characterbody-2d/SKILL.md) — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent. - [godot-2d-physics](https://github.com/thedivergentai/gd-agentic-skills/blob/main/skills/godot-2d-physics/SKIL
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godot-ai-navigation: AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAg... 648 stars https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x
Listing + install path for godot-ai-navigation: https://www.openagentskill.com/skills/thedivergentai-godot-ai-navigation?ref=x Install: npx skills add thedivergentai/GD-Agentic-Skills --skill godot-ai-navigation
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