Individual skill
ai-navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
skills/ai-navigation/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
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SKILL.mdcore · 14,399 bytesSKILL.mdcore · 14,399 bytesSKILL.mdcore · 14,399 bytesSKILL.mdcore · 14,399 bytesSKILL.mdcore · 14,399 bytesreferences/async-baking.mddoc · 1,436 bytesreferences/behavior-trees.mddoc · 6,266 bytesreferences/chase-attack.mddoc · 8,531 bytesreferences/navigation-agent-3d.mddoc · 2,627 bytesreferences/patrol-patterns.mddoc · 2,992 bytesreferences/steering-behaviors.mddoc · 6,093 bytes
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# AI Navigation in Godot 4.3+
Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.
> **Related skills:** **state-machine** for AI state management, **component-system** for modular AI behaviors, **player-controller** for movement physics patterns, **math-essentials** for pathfinding vectors and steering math, **limboai** for BT + HSM with a visual editor, **beehave** for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in **limboai** and **beehave**.
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## 1. Navigation Setup
### Scene Structure
```
World (Node2D or Node3D)