Individual skill

gamedev-pathing

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).

skills/gamedev-pathing/SKILL.md

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Last checked
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Repository last updated
Nov 4, 2026
License
MIT

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# 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` |