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.
git clone --depth 1 https://github.com/ericrisco/rsc-harnessnpx agentmods add skills/ericrisco/rsc-harness/gamedev-pathingWrote 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.
[](https://agentmods.dev/skills/ericrisco/rsc-harness/gamedev-pathing)<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.
<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>- NVIDIA SkillSpector pass
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.
| Model | Per session | Once 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 |
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.
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:
- 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.
- 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.
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.
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.
- 7d ago First seen · 234 lines · 90 tokens per session scan A 454fe8c55152
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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merge-aliases
Folds two surface names for the same backend system into one canonical entity, keeping every original mention individually retrievable, and refuses to merge pairs that only share spelling.
anchor-and-lock
Consults a check that sits outside the loop system before finalizing any decision the frozen facts bear on, and refuses every attempt by a loop to rewrite a node marked frozen, regardless of how convergent the loop's own reasoning looks.
arbitrate-collision
Detects when two loops have proposed conflicting writes to the same node and field at close to the same time, applies a stated priority rule to accept exactly one, and records the rejected write with the reason it lost.
audit-sweep
Reviews a full set of the main loop's outputs together, from a wider vantage than any single one of them, looking specifically for cross-item patterns that a one-item-at-a-time loop is structurally unable to notice.
trim-to-budget
Trims a task-scoped candidate subgraph down to a hard node-count budget, keeping the anchor plus the highest-relevance nodes, dropping any edge that touches a dropped node, and recording the exact cutoff score used.