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Gamedev Pathing Skill for Claude

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).

11k tokens
context cost
the whole folder, loaded on every use
6
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instructions only
0
copies elsewhere
how many repositories repackaged it
105
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/ericrisco/rsc-harness --skill gamedev-pathing

What comes with it

26 601 bytes besides the instruction
evals/README.md
evals/cases.yaml
references/navmesh-workflow.md
references/search-algorithms.md
references/steering-and-avoidance.md

The instruction itself

15 sections, as written by the author

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*.

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.

  • 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.

  • One navmesh per agent size. A tank and a rat need different bakes; do not share one mesh and hope.
  • 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.

  • Off-mesh / nav links — explicit edges for jumps, ladders, teleporters, doors: places agents move

but no polygon connects. Godot NavigationLink, Unity NavMeshLink, Unreal NavLinkProxy.

  • 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.
  • 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). 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)

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)

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)

  • 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.

  • Possess the pawn with an AAIController. Movement:
AAIController* AICon = Cast<AAIController>(GetController());
AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f);   // or MoveToLocation(FVector)
  • 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.

  • 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; 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. |

  • godot — GDScript/scene specifics; this skill owns the navigation subsystem it plugs into.
  • unity — Unity/C# project setup; here for the NavMesh + AI Navigation package details.
  • unreal — UE5/Blueprint/C++; here for RecastNavMesh + AIController/BT/EQS wiring.
  • gamedev-physics — collision *response*, rigidbodies, character controllers; steering decides intended velocity, physics resolves the contact.
  • game-design — 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 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*.

How to use it

Copy the folder

Take ericrisco/gamedev-pathing from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.