Individual skill

scenario-godot-gameplay

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

skills/game-engines/godot/scenario-godot-gameplay/SKILL.md

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# Godot gameplay systems (gameplay systems programmer)

Target: Godot 4.7.2.stable, Jolt, macOS Apple Silicon.

At expert level, gameplay systems are small contracts that can be tested without a scene: pure
decision functions, Resources for data, groups for discovery. Their cost is measured at the agent
count the game needs before anyone argues about it. The core stance: build the rule as data, run it
headless at `--fixed-fps 60`, then look at one capture. If a sibling skill named here is missing
from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to install it
(https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas and flag
the gap.

**REQUIRED BACKGROUND:** scenario-godot-expert (channels, `gd_run`, the review loop, 4.7 traps).
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