ai-navigation

ai-navigation is a skill for Claude Code from jame581/GodotPrompter. It costs 26 tokens per session (3,418 once invoked), scanned A, original, MIT.

A guide to making computer-controlled characters move in Godot 4.3+. It covers pathfinding, movement steering, behavior trees, and patrol routes.

In plain words
What is it for?
Use it for enemies or other game characters that need to navigate levels, follow paths, patrol areas, or choose actions.
Why use it?
It removes the need to design enemy movement and decision-making patterns from scratch.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 58 skills, 9 agents, 2 hooks shipped together

Good fit Use it for enemies or other game characters that need to navigate levels, follow paths, patrol areas, or choose actions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/jame581/godotprompter/ai-navigation
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add jame581/GodotPrompter --skill ai-navigation
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 58 skills, 9 agents, 2 hooks.

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 ai-navigation

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/ai-navigation/github.svg)](https://agentmods.dev/skills/jame581/godotprompter/ai-navigation)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/ai-navigation"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/ai-navigation/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 ai-navigation

Your own site · 80×15
<a href="https://agentmods.dev/skills/jame581/godotprompter/ai-navigation"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/ai-navigation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,418 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 $0.00026 $0.03418
Opus 5.5 $0.00010 $0.01367
Sonnet 5.5 $0.00005 $0.00684
Haiku 4.5 $0.00003 $0.00342

Measured 4d ago against content hash c743cb694d7a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

ai-navigation 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 4d 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/ai-navigation/SKILL.md · 309 lines

How it starts

The opening of the file, as written. The whole thing — 309 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AI Navigation in Godot 4.3+

Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: state-machine for AI state management, component-system for modular AI behaviors, player-controller for movement physics patterns, math-essentials for pathfinding vectors and steering math, limboai for BT + HSM with a visual editor, beehave for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in limboai and beehave.


1. Navigation Setup

Scene Structure

World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
    ├── TileMapLayer / StaticBody2D (geometry)
    └── Enemy (CharacterBody2D with NavigationAgent2D child)

NavigationRegion2D / NavigationRegion3D

  1. Add a NavigationRegion2D (or NavigationRegion3D) node to your scene.
  2. Assign a NavigationPolygon (2D) or NavigationMesh (3D) resource to it.
  3. Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D.
  4. Bake the mesh at edit time: select the NavigationRegion node → click Bake NavigationPolygon (2D) or Bake NavigationMesh (3D) in the toolbar.
  5. Bake at runtime when the world changes dynamically:
# 2D
$NavigationRegion2D.bake_navigation_polygon()

# 3D
$NavigationRegion3D.bake_navigation_mesh()
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();

// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();

Async Navigation Baking

Navigation baking can cause frame drops on large maps, so regions bake on a background thread by default: bake_navigation_polygon() (2D) and bake_navigation_mesh() (3D) take on_thread = true unless you pass false. Connect the region's bake_finished signal (use CONNECT_ONE_SHOT) to know when the mesh is ready. Threaded baking is unavailable on Web builds without thread support.

Read the full file on GitHub · 309 lines

Files

What ships with it

6 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. 4d ago Changed · +1 lines c743cb694d7a
  2. 10d ago Changed · -98 lines ebdcc33d4fc0
  3. 1mo ago First seen · 406 lines · 26 tokens per session scan A 60a859841843

Subscribe to this mod's changes

ai-navigation is a skill published in the GitHub repository jame581/GodotPrompter (839 stars, last pushed 2d ago), licensed MIT. It adds 26 tokens to every session and 3,418 once invoked, about $0.0001 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 2026-08-30.

Related

Other skills, from other repositories

script-execute

Compiles and executes C# code dynamically using Roslyn. Supports a full-code mode (default) and a body-only mode — see the skill body for the difference and for how to pass Unity object references as parameters.

IvanMurzak/Unity-MCP · 48 tokens

script-read

Read a .cs script file and return its content as a string. Supports a 1-based lineFrom/lineTo slice for partial reads. Pair with 'script-update-or-create' to write back.

IvanMurzak/Unity-MCP · 49 tokens

script-update-or-create

Write a .cs script file (create or overwrite) with the provided C# code. Validates syntax via Roslyn before write — invalid code is rejected with error details and the file is left untouched. Refreshes the AssetDatabase and delivers the final result via requestId after Unity finishes the triggered compilation. Use…

IvanMurzak/Unity-MCP · 80 tokens

script-delete

Delete one or more .cs script files from disk, refresh the AssetDatabase, and wait for Unity compilation to settle before delivering the final result via the request's requestId. Pair with 'script-read' to inspect files before deletion.

IvanMurzak/Unity-MCP · 52 tokens

godot-csharp

Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (Ready/Process/PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build…

gamedev-skills/awesome-gamedev-agent-skills · 108 tokens

unity-csharp-scripting

Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update…

gamedev-skills/awesome-gamedev-agent-skills · 92 tokens