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 5.5 | $0.00036 | $0.01546 |
| Sonnet 5.5 | $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 1mo 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.
- 1mo 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 (267 stars, last pushed 2d ago), licensed MIT. It adds 90 tokens to every session and 3,866 once invoked, about $0.0004 per session on Opus 5.5. 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.
Other skills, from other repositories
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.
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.
scan-contradictions
Scans the fact graph for pairs of edges that cannot both hold true at once and flags each such pair, running as its own standing pass rather than as part of whatever task happens to be reading the graph.
counter-metric-check
Compares a watched loop's headline reading against an independently owned counter-metric reading for each period in a governance graph, and produces a governance edge for every period where the counter-metric crosses its recorded ceiling.