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.
npx skills add jame581/GodotPrompter --skill ai-navigationgit clone --depth 1 https://github.com/jame581/GodotPrompterWrote 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/jame581/godotprompter/ai-navigation)<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.
<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>- 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 | $0.00026 | $0.03418 |
| Opus 5.5 | $0.00010 | $0.01367 |
| Sonnet 5.5 | $0.00005 | $0.00684 |
| Haiku 4.5 | $0.00003 | $0.00342 |
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.
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
- Add a NavigationRegion2D (or NavigationRegion3D) node to your scene.
- Assign a NavigationPolygon (2D) or NavigationMesh (3D) resource to it.
- Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D.
- Bake the mesh at edit time: select the NavigationRegion node → click Bake NavigationPolygon (2D) or Bake NavigationMesh (3D) in the toolbar.
- 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.
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.
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.
- 4d ago Changed · +1 lines c743cb694d7a
- 10d ago Changed · -98 lines ebdcc33d4fc0
- 1mo ago First seen · 406 lines · 26 tokens per session scan A 60a859841843
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.
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