ai-navigation

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 CodeCodex

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.

agentmods
npx agentmods add skills/jame581/godotprompter/ai-navigation
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, Codex.

Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,816 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00026 $0.03816
Opus 5 $0.00013 $0.01908
Sonnet 5 $0.00005 $0.00763
Haiku 4.5 $0.00003 $0.00382

Measured yesterday against content hash 60a859841843, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, 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 yesterday.

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 · 406 lines

How it starts

The opening of the file, as written. The whole thing — 406 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 (Godot 4.4+)

Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread: pass true to bake_navigation_polygon(true) (2D) or bake_navigation_mesh(true) (3D) and connect the region's bake_finished signal (use CONNECT_ONE_SHOT) to know when the mesh is ready.

Read the full file on GitHub · 406 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. yesterday 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 (643 stars, last pushed 19d ago), licensed MIT. It adds 26 tokens to every session and 3,816 once invoked, about $0.0001 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 2026-08-30.

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