Skip to content
Back to skills

Gamedev Pathing

ASecurity

Use when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A*/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and flow fields in Godot 4.x, Unity, Unreal. NOT collision response or character controllers (that is gamedev-physics), NOT aggro or difficulty design (that is game-design).

  • 134 stars
  • 0 votes
  • 0 copies
  • 3 views
  • Added September 2, 2026
ai-agentsrustgoc++c#reactnoderailsapi

Works with

  • cli
  • api

Security analysis

A100/100

Pro scans all 6 files and shows the line behind each finding

Scanned September 2, 2026

npx -y skills add ericrisco/rsc-harness --skill gamedev-pathing --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Gamedev Pathing?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Gamedev Pathing
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/ericrisco-gamedev-pathing/badge)](https://www.skillsdirectory.com/skills/ericrisco-gamedev-pathing)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: gamedev-pathing
description: "Use when making NPCs, enemies, or units navigate a level — grid vs waypoint vs navmesh, A*/JPS, navmesh baking and agent radius, off-mesh links, steering, RVO crowd avoidance, and flow fields in Godot 4.x, Unity, Unreal. NOT collision response or character controllers (that is gamedev-physics), NOT aggro or difficulty design (that is game-design)."
tags: [pathfinding, navmesh, navigation, steering, a-star]
recommends: [godot, unity, unreal, gamedev-physics]
profiles: [full]
origin: risco
---

# 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:

1. **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**.
2. **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*.

Path for the map, steering for the moment. Symptoms of merging them: re-running A* every frame (CPU
melts), or agents that walk the path but pile into each other (no local avoidance). Every engine's
`NavMeshAgent` / `NavigationAgent` bundles both — know which layer you are configuring.

## Choosing a representation

| Representation | Fits | Cost / caveat |
| --- | --- | --- |
| **Uniform grid** | tile/2D games, RTS, roguelikes, destructible terrain | many nodes; needs path smoothing to avoid staircase paths; JPS accelerates it |
| **Waypoint graph** | sparse hand-placed routes, patrol nets, rails, racing lines | cheap; agents snap to nodes, off-graph space is invisible — brittle for open areas |
| **Navmesh** | 3D and most open 2D worlds; the default for character movement | bake step; represents *walkable surface* as convex polys — fewer nodes, natural paths |

Rule: **navmesh for free-roaming characters, grid for tile-locked/destructible worlds, waypoint graph
only for constrained routes.** Detail & path-smoothing (funnel algorithm) → `references/search-algorithms.md`.

## Search algorithms (essentials)

- **A\*** — the default. Dijkstra + a heuristic `h(n)` that estimates remaining cost. Admissible `h`
  (never *over*-estimates) ⇒ optimal path; use **octile** distance on 8-connected grids, **Euclidean**
  on navmesh/any-angle. `h` must also stay ≤ true edge costs (consistency) to skip re-expansions.
- **Dijkstra** — A* with `h=0`. Use when there is **no single goal** (nearest of many exits) or you need
  the full cost field (see flow fields). Slower than A* to one target.
- **Weighted / greedy** — inflate `h` (`f = g + w·h`, `w>1`) for faster, slightly suboptimal paths when
  frame budget beats optimality.
- **JPS (Jump Point Search)** — A* speedup for **uniform-cost grids only**; skips symmetric paths, often
  10×+ fewer expansions. Not for weighted terrain or navmeshes.
- **Hierarchical / HPA\*** — for **huge maps**: partition into clusters, path cluster-to-cluster, refine
  locally. Reach for it when a single flat A* blows the frame budget or you have thousands of tiles.

Always run search off a **binary-heap open set** and a closed set. Pseudocode, tie-breaking, any-angle
(Theta*), and the funnel string-pull → `references/search-algorithms.md`.

## Navmesh workflow (essentials)

1. **Bake** the walkable surface from level geometry. Key params: **agent radius** (how far the mesh is
   shrunk from walls — the #1 knob), **agent height**, **max step/climb**, **max slope**, cell size.
2. **One navmesh per agent size.** A tank and a rat need different bakes; do not share one mesh and hope.
3. **Regions / areas + costs** — tag surfaces (water, mud, road) with a traversal cost so paths prefer
   roads and avoid hazards, rather than deleting the area outright.
4. **Off-mesh / nav links** — explicit edges for jumps, ladders, teleporters, doors: places agents move
   but no polygon connects. Godot `NavigationLink`, Unity `NavMeshLink`, Unreal `NavLinkProxy`.
5. **Dynamic obstacles** — two tools, do not confuse them:
   - **Carving obstacle** (Unity `NavMeshObstacle` carving, Godot `NavigationObstacle`, Unreal
     `NavModifier`): punches a hole so *global* paths route around a placed prop. Costs a re-carve on move.
   - **Local avoidance** (RVO/ORCA): agents dodge *without* touching the mesh — for other moving agents.
6. **Re-baking** — full rebake is expensive; prefer **tile/partial** rebake or carving for runtime
   changes. Bake offline for static levels. Full param table + per-engine baking → `references/navmesh-workflow.md`.

## Steering & local avoidance (essentials)

Steering = a desired-velocity vector combined and clamped to max force/speed. Primitives:

- **Seek / Flee** — accelerate toward / away from a target point.
- **Arrive** — seek that ramps speed down inside a slowing radius (no overshoot/jitter at the goal).
- **Pursue / Evade** — seek/flee the target's *predicted future* position, not its current one.
- **Wander** — smoothed random heading for idle/ambient motion.
- **Path following** — steer toward a look-ahead point along the A*/navmesh corridor, not the far goal.
- **Flocking** = separation + alignment + cohesion (Reynolds boids) for groups.

Combine either as a **weighted sum** (simple) or **priority/arbitration** (avoidance wins over cohesion).

**Local avoidance (RVO / ORCA):** each agent picks a velocity that is collision-free assuming neighbours
share the burden (*reciprocal* — hence no oscillating "dance"). This is avoidance, **not** collision
*response*: it changes intended velocity *before* moving; the physics/collision solver is a separate,
last-resort backstop (→ [`gamedev-physics`](../gamedev-physics/SKILL.md)). For dense crowds use the
engine's crowd/avoidance system.

**Flow fields** — for **many agents → one (or few) goals** (RTS swarm, tower-defense creeps): run one
**Dijkstra from the goal** over the grid to build a cost/integration field, derive a per-cell direction
vector once, then every agent just samples its cell. O(1) per agent vs one A* each. Full derivation,
boids weights, and RVO intuition → `references/steering-and-avoidance.md`.

## Per-engine mapping

### Godot 4.x (`NavigationAgent3D` — 2D is identical with `2D` suffix)

```gdscript
extends CharacterBody3D
@onready var agent: NavigationAgent3D = $NavigationAgent3D
@export var speed := 4.0

func _ready() -> void:
    agent.avoidance_enabled = true                       # RVO local avoidance
    agent.velocity_computed.connect(_on_velocity_computed)

func set_goal(p: Vector3) -> void:
    agent.target_position = p                            # property, NOT set_target_location()

func _physics_process(_delta: float) -> void:
    if agent.is_navigation_finished():
        return
    var next := agent.get_next_path_position()           # 4.x name (was get_next_location)
    var desired := global_position.direction_to(next) * speed
    agent.set_velocity(desired)                          # feed RVO; result via signal

func _on_velocity_computed(safe: Vector3) -> void:       # only fires while avoidance enabled
    velocity = safe
    move_and_slide()
```

One-off query without an agent: `NavigationServer3D.map_get_path(map_rid, from, to, true)`. Rebake a
region at runtime: `$NavigationRegion3D.bake_navigation_mesh()`. Off-mesh: `NavigationLink3D`. If
avoidance is **off**, skip the signal and `move_and_slide()` with `desired` directly.

### Unity (AI Navigation package + `NavMeshAgent`)

```csharp
using UnityEngine;
using UnityEngine.AI;

[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour {
    NavMeshAgent agent;
    void Awake() => agent = GetComponent<NavMeshAgent>();

    public void Chase(Transform target) => agent.SetDestination(target.position);

    public bool ReachedGoal() =>
        !agent.pathPending && agent.remainingDistance <= agent.stoppingDistance
        && (!agent.hasPath || agent.velocity.sqrMagnitude < 0.01f);
}
```

Bake: add a **`NavMeshSurface`** to a scene root and Bake (the legacy Navigation window is gone).
Runtime rebake: `surface.BuildNavMesh()`. Dynamic blockers: **`NavMeshObstacle`** (enable *Carving* for
stationary props, leave off for moving agents so RVO handles them). Off-mesh: **`NavMeshLink`**. Local
avoidance quality: `agent.obstacleAvoidanceType`. Area costs: `agent.SetAreaCost(area, cost)`.

### Unreal (UE5 — `RecastNavMesh` + `AIController` + Behavior Tree / EQS)

1. Drop a **`NavMeshBoundsVolume`** around playable space → a `RecastNavMesh` auto-generates. For
   runtime changes set its **Runtime Generation = Dynamic** (or *Dynamic Modifiers Only*); spawned
   geometry must have collision + **Can Ever Affect Navigation**.
2. Possess the pawn with an **`AAIController`**. Movement:

```cpp
AAIController* AICon = Cast<AAIController>(GetController());
AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f);   // or MoveToLocation(FVector)
```

3. **Behavior Tree + Blackboard** for decisions; the **`MoveTo`** task walks the navmesh. **EQS**
   (Environment Query System) picks *where* to go (cover, flank, nearest item) via scored queries.
4. Costs/holes: **`NavModifierVolume`** + `NavArea` classes. Off-mesh: **`NavLinkProxy`**. Crowd
   avoidance: enable the **Detour Crowd** manager (or `DetourCrowdAIController`) for RVO on many agents.

> High-level BT *design* (states, aggro, difficulty) is [`game-design`](../game-design/SKILL.md); this skill wires the BT's
> movement/EQS tasks to navigation, not the decision tree's semantics.

## Anti-patterns

| Anti-pattern | Do instead |
| --- | --- |
| Running a full A* every frame | Path on goal-change (or throttled) and steer between frames — per-frame search melts CPU at scale. |
| One navmesh bake shared by every unit | Radius/height differ; bake per agent size or use agent-type profiles. |
| Baking with a placeholder agent radius | Bake with the real radius — mismatch is the top "stuck in doorways / clipping walls" cause. |
| Treating agents that clip through each other as a physics bug | Missing **local avoidance**; enable RVO/crowd — that is the navigation layer. |
| Expecting RVO to prevent every overlap | Avoidance ≠ collision. Agents can still overlap under pressure; that is expected, not a physics bug. |
| Expecting a **static** bake to see runtime-spawned geometry | Set Dynamic runtime generation / rebake, or add a carving obstacle or nav link. |
| Hand-rolling your own grid A* in Unity/Unreal | Reinvents the built-in navmesh; use `NavMeshAgent` / `AAIController::MoveTo`. |
| 500 zombies each running A* to the player | That's a **flow field**: one Dijkstra from the goal, agents sample cells. |
| Setting `agent.destination` and reading the path the same frame | Path is async (`pathPending`); gate on it before trusting `remainingDistance`. |
| Inflating `h` because a bigger heuristic seems smarter | Over-estimating `h` breaks A* optimality; keep it admissible (or weight it *knowingly*). |
| Trusting a path query that came back empty | Start/end are **off the navmesh** or in disconnected islands — snap to the nearest poly and check reachability first. |
| Assuming an off-mesh link works both ways | Links are **directional and manual** — a jump-down link does not imply a jump-up link. |
| Feeding raw grid paths to the mover | Smooth them (funnel / string-pull) or agents walk visible zig-zag staircases. |

## Related skills

- [`godot`](../godot/SKILL.md) — GDScript/scene specifics; this skill owns the navigation subsystem it plugs into.
- [`unity`](../unity/SKILL.md) — Unity/C# project setup; here for the NavMesh + AI Navigation package details.
- [`unreal`](../unreal/SKILL.md) — UE5/Blueprint/C++; here for RecastNavMesh + AIController/BT/EQS wiring.
- [`gamedev-physics`](../gamedev-physics/SKILL.md) — collision *response*, rigidbodies, character controllers; steering decides intended velocity, physics resolves the contact.
- [`game-design`](../game-design/SKILL.md) — high-level enemy behaviour, aggro, encounter/difficulty design (what the AI *decides*, not how it *moves*).

## Checklist

- [ ] Representation chosen deliberately (navmesh / grid / waypoint) and justified for the world type.
- [ ] Global path and local steering are **separate layers**; A* is not per-frame.
- [ ] Navmesh baked with the correct **agent radius/height/step/slope** (per agent size if they differ).
- [ ] Area costs set for hazards/terrain instead of hard-deleting walkable space.
- [ ] Off-mesh/nav links placed for every jump/ladder/teleport gap (correct direction).
- [ ] Dynamic obstacles handled by carving *or* rebake *or* local avoidance — the right one for each case.
- [ ] Local avoidance / crowd enabled if multiple agents share space; flow field used for many→one-goal.
- [ ] Correct **current** engine APIs (no banned names from the version table); paths validated for reachability.
- [ ] Grid paths smoothed (funnel) so movement isn't staircased.

## Project grounding (02-DOCS + CLAUDE.md)

When this runs in a project with a `02-DOCS/` layer (the [`harness`](../harness/SKILL.md) wiki), record
the project's navigation decisions in `02-DOCS/wiki/stack/gamedev-pathing.md` (indexed from
`02-DOCS/wiki/index.md`): engine + version, chosen representation, bake settings (agent sizes, cell
size), avoidance/crowd choice, custom links/areas. Read it first on every use; bump its `Updated` date
when a convention changes. No `02-DOCS/` layer? Skip silently — conventions are *recorded, not gated*.

Files in this skill

  • SKILL.md15.1 KB
  • evals/README.md1.2 KB
  • evals/cases.yaml5 KB
  • references/navmesh-workflow.md6.7 KB
  • references/search-algorithms.md6.6 KB
  • references/steering-and-avoidance.md6.5 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.