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Godot Ai Navigation

Community
thedivergentai
godot-ai-navigation

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

Overview

Publisherthedivergentai
RepositoryGD-Agentic-Skills
Skill namegodot-ai-navigation
Stars
727
Forks
43
Bundled files
2
LicenseLGPL-3.0
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 2 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by thedivergentai on GitHub. Read the source before you install it.

Installation

Install the Godot Ai Navigation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git /tmp/GD-Agentic-Skills
mkdir -p .claude/skills
cp -r /tmp/GD-Agentic-Skills/skills/godot-ai-navigation .claude/skills/godot-ai-navigation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Godot Ai Navigation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Godot Ai Navigation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Godot Ai Navigation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Decision Trees (MANDATORY script triggers)

1. Node agent vs NavigationServer RID

SignalChoicePathfinding script (MANDATORY read)
2D top-down / side-scroller, < ~50 agents, editor-tweakableNavigationAgent2D on CharacterBody2Dsmart_navigation_agent.gd
3D floor/slope nav, < ~50 agents, designer-placed regionsNavigationAgent3D on CharacterBody3DSame script (3D branch); pair with godot-physics-3d for body collision
Hundreds–thousands of simple movers (2D or 3D)RID agents on NavigationServerserver_navigation_setup.gd + low_level_avoidance.gd
Agents stuck / jitteringStuck recovery before retarget spamagent_stuck_detection.gd

2. Bake vs obstacle

SignalChoicePathfinding script (MANDATORY read)
Walkable geometry changed (proc gen, doors)Async parse + bakeasync_dynamic_baking.gd
Moving platform / shifting regionDynamic region managerdynamic_nav_manager.gd
Projectile / rolling hazard pushing agentsRVO obstacle (no full rebake)moving_obstacle_server.gd
Prefer roads over mud/waterRegion enter/travel coststerrain_cost_manager.gd

3. Layers, links, crowds

SignalChoicePathfinding script (MANDATORY read)
Walk / fly / swim (or faction) filtersNavigation layers bitmaskslayer_mask_navigation.gd
Jump / teleport / elevator edgesNavigationLink traversalnav_link_traversal.gd
Formation / anti-clump crowdsLeader-relative offsetsgroup_avoidance_formations.gd
Hot-path query allocsReuse query parameter/result objectsmemory_optimized_queries.gd

Do NOT Load scripts outside the chosen row (e.g. skip RID/server scripts for a single designer-tuned agent; skip async bake when only RVO obstacles move).

4. Chase / patrol retarget policy (AI layer)

  • Chase: Retarget on timer (~0.2s) or distance threshold — never assign target_position every physics frame.
  • Patrol: Advance waypoint only when is_navigation_finished() and is_target_reachable(); on unreachable, pick next or repath.
  • State ownership: Patrol/chase/search transitions belong in godot-state-machine-advanced; this skill only decides how to retarget once a state asks for a destination.

Patrol state handoff (call site): in the patrol state's _physics_process, when the agent finishes a waypoint, call retarget_if_needed(next_waypoint) — do not set target_position directly from the state machine root.

gdscript
# PatrolState.gd — state machine owns transitions; this skill owns retarget policy
func _physics_process(_delta: float) -> void:
	if nav_agent.is_navigation_finished() and nav_agent.is_target_reachable():
		_ai_nav.retarget_if_needed(_waypoints[_index])
		_index = (_index + 1) % _waypoints.size()
gdscript
# Threshold retarget — AI policy, not per-frame path spam
const RETARGET_DIST := 1.5
var _last_target: Vector3

func retarget_if_needed(desired: Vector3) -> void:
	if desired.distance_to(_last_target) < RETARGET_DIST:
		return
	nav_agent.target_position = desired
	_last_target = desired

NEVER Do in AI Navigation

  • NEVER set target_position before awaiting physics frame — MUST call_deferred() then await get_tree().physics_frame.
  • NEVER use synchronous runtime bake — Use bake_from_source_geometry_data_async via pathfinding async_dynamic_baking.gd.
  • NEVER poll chase targets every frame — Path recalculation spam.
  • NEVER invent local duplicate nav scripts here — Implement from godot-navigation-pathfinding only.
  • NEVER ignore is_target_reachable() / stuck recovery — Unreachable or stalled agents need policy (agent_stuck_detection.gd).
  • NEVER leave avoidance radius at 0 when avoidance_enabled — Agents pass through each other.
  • NEVER call get_path() every frame — Reuse path query objects (memory_optimized_queries.gd).

Fallback (godot-navigation-pathfinding not installed)

If the sibling skill is unavailable, use this minimal stuck-recovery checklist — do not paste full bake/RID tutorials from memory:

  1. Defer first target_position with call_deferred + await get_tree().physics_frame.
  2. Retarget on timer (~0.2s) or distance threshold — never every frame.
  3. On stall: if !nav_agent.is_target_reachable() or velocity ≈ 0 for N frames, skip waypoint or call get_next_path_position() recovery.
  4. Avoidance: set radius > 0 when avoidance_enabled.
  5. Re-install godot-navigation-pathfinding before shipping async bake or RID crowds.

Expert insights (WHY — keep in body)

  • Deferred first target — WHY: NavigationAgent maps/regions are not ready in _ready(). call_deferred + await physics_frame prevents first-path failure.
  • Retarget policy — WHY: per-frame target_position rebakes paths and spikes CPU. Timer (~0.2 s) or distance threshold only.
  • Unreachable waypoints — WHY: patrol loops stall forever without is_target_reachable() + skip/repath policy.
  • Avoidance radius 0 — WHY: enabled avoidance with zero radius disables separation; agents stack.

Golden Path

  1. Classify the AI need with the decision trees above.
  2. MANDATORY open each linked pathfinding script for the chosen rows — Do NOT Load the rest of that skill's scripts.
  3. Wire retarget/state policy here (timer/threshold + state machine), movement via CharacterBody.
  4. Do NOT Load Official Docs intro recipes unless first-time region bake UI is required (use Reference links).

Deep recipes (on demand)

TopicReference / script
Chase / patrol / crowd AI recipesai-movement-recipes.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Official Documentation

Related Skills

Prerequisites
  • godot-navigation-pathfindingMANDATORY authoritative NavigationServer scripts (async bake, RID setup, query reuse, stuck detection); this skill has no local scripts/.
  • godot-characterbody-2d — Path corners become CharacterBody velocity via move_and_slide; agent scripts assume a body parent.
  • godot-2d-physics — Collision layers/shapes still block bodies; navmesh is not a physics substitute for walls and triggers.
  • godot-physics-3d — 3D agents share the same split: NavigationServer paths vs RigidBody/CharacterBody collision and slopes.
Complements
Downstream / consumers
  • godot-genre-rts — Unit move commands and RVO crowds consume NavigationAgent/Server patterns directly.
  • godot-genre-tower-defense — Lane/path enemies and dynamic blockers depend on regions, costs, and obstacle updates.
  • godot-genre-stealth — Guard patrols and investigate points are NavigationAgent routes gated by detection state.
  • godot-combat-system — Engage/kite/flank movement issues new targets and stuck recovery on top of paths.
  • godot-monte-carlo-balancer — Simulate chase reachability, travel-time bands, and crowd pressure when tuning AI difficulty.
Master
  • godot-master — Library router and mirrored module entry for this Domain Skill.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Godot Ai Navigation AI skill do?

AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

Why use Godot Ai Navigation on TypingMind?

Because you install it once and use it with any model. Godot Ai Navigation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Godot Ai Navigation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/thedivergentai/GD-Agentic-Skills/tree/main/skills/godot-ai-navigation. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Godot Ai Navigation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Godot Ai Navigation?

As many as you like. As long as a model supports skills, you can use Godot Ai Navigation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Godot Ai Navigation AI skill free?

Yes. It is published on GitHub by thedivergentai under the LGPL-3.0 license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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