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. Admissibleh(never over-estimates) ⇒ optimal path; use octile distance on 8-connected grids, Euclidean on navmesh/any-angle.hmust 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)
- 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, UnityNavMeshLink, UnrealNavLinkProxy. - Dynamic obstacles — two tools, do not confuse them:
- Carving obstacle (Unity
NavMeshObstaclecarving, GodotNavigationObstacle, UnrealNavModifier): 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.
- Carving obstacle (Unity
- 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)
gdscriptextends 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)
csharpusing 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
NavMeshBoundsVolumearound playable space → aRecastNavMeshauto-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:
cppAAIController* AICon = Cast<AAIController>(GetController()); AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f); // or MoveToLocation(FVector)
- Behavior Tree + Blackboard for decisions; the
MoveTotask walks the navmesh. EQS (Environment Query System) picks where to go (cover, flank, nearest item) via scored queries. - Costs/holes:
NavModifierVolume+NavAreaclasses. Off-mesh:NavLinkProxy. Crowd avoidance: enable the Detour Crowd manager (orDetourCrowdAIController) 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. |
Related skills
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.


