gamedev-pathing

gamedev-pathing is a skill for Claude Code, Codex from ericrisco/rsc-harness. It costs 90 tokens per session (3,866 once invoked), scanned A, original, MIT.

A guide to moving game characters, enemies, and other units through a level. It explains pathfinding methods such as grids, waypoints, and navigation meshes, which are maps of walkable areas used to find routes.

In plain words
What is it for?
Use it to select and configure pathfinding, bake navigation meshes, connect separated areas, steer agents, avoid crowds, and implement flow fields.
Why use it?
It helps agents choose workable routes and avoid crowds or obstacles without confusing navigation with physical collision response or high-level enemy behaviour.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions CLAUDE.md.

Needs its repository: it reads a path above its own folder, which exists only inside the repository. The line is High-level BT *design* (states, aggro, difficulty) is [`game-design`](../game-design/SKILL.md); this skill wires the BT's.

Good fit Use it to select and configure pathfinding, bake navigation meshes, connect separated areas, steer agents, avoid crowds, and implement flow fields.

Compare 6 skills from other repositories ↓
Install

Getting it into your agent

It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.

Clone the repo
git clone --depth 1 https://github.com/ericrisco/rsc-harness
agentmods
npx agentmods add skills/ericrisco/rsc-harness/gamedev-pathing

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for gamedev-pathing

README.md
[![agentmods](https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-pathing/github.svg)](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-pathing)
Your own site
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-pathing"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-pathing/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for gamedev-pathing

Your own site · 80×15
<a href="https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-pathing"><img src="https://agentmods.dev/badge/skills/ericrisco/rsc-harness/gamedev-pathing.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 90 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,866 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00090 $0.03866
Opus 5 $0.00045 $0.01933
Sonnet 5 $0.00018 $0.00773
Haiku 4.5 $0.00009 $0.00387

Measured 7d ago against content hash 454fe8c55152, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

gamedev-pathing scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 7d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/gamedev-pathing/SKILL.md · 234 lines

How it starts

The opening of the file, as written. The whole thing — 234 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game AI navigation & pathfinding

Move agents through a level intelligently and per-engine-correctly: pick a world representation, run the right search, then follow the result with steering + local avoidance. This skill owns the navigation stack; it stops where physics collision response and high-level behaviour design begin.

Version targets & the API ban-list (read first)

Navigation APIs were renamed hard between engine generations. Emitting an old name compiles into nothing or silent breakage. Target these versions; never emit the banned column.

Engine (target) NEVER emit (deprecated / removed) Use instead
Godot 4.x Navigation / NavigationMeshInstance / Navigation2D nodes NavigationServer2D/3D + NavigationRegion2D/3D
Godot 4.x agent.get_next_location() agent.get_next_path_position()
Godot 4.x NavigationAgent.set_target_location() set the target_position property
Godot 4.x reading velocity directly when avoidance is on feed set_velocity(), read the velocity_computed(safe) signal
Unity (AI Navigation pkg) the legacy Navigation window static bake, Navigation Static flag, built-in OffMeshLink component NavMeshSurface (com.unity.ai.navigation), NavMeshLink, NavMeshModifier
Unity agent.destination = p then reading a path same frame SetDestination(p), then gate on !pathPending && remainingDistance <= stoppingDistance
Unreal (UE5) hand-rolling A* over your own grid for pawns AAIController::MoveTo* over RecastNavMesh; BT MoveTo task
Unreal expecting a Static navmesh to react to spawned geometry set RecastNavMesh Runtime Generation = Dynamic (or Dynamic Modifiers Only)

The two-layer mental model (center of gravity)

The single most common navigation bug is collapsing two jobs into one. Keep them separate:

  1. Global pathfinding — where to go. A discrete search (A* / navmesh query) over a static-ish representation, run occasionally (on new goal, or throttled), returns a corridor of waypoints.
  2. Local steering + avoidance — how to move this frame. A cheap per-frame vector: follow the corridor, dodge other agents and dynamic obstacles, respect acceleration. Runs every frame.

Read the full file on GitHub · 234 lines

Files

What ships with it

5 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 7d ago First seen · 234 lines · 90 tokens per session scan A 454fe8c55152

Subscribe to this mod's changes

gamedev-pathing is a skill published in the GitHub repository ericrisco/rsc-harness (78 stars, last pushed today), licensed MIT. It adds 90 tokens to every session and 3,866 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.

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