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
Source commit f29bf06ab89088695ed3431ac99d20a090441a2f
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- Yes
- Scanner rules are current
- Yes
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- No
- Observed behavior
- Network or broad shell
- Last checked
- Nov 9, 2026
These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.
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Repository context
- Repository stars (not skill ratings)
- 3,624
- Repository last updated
- Nov 9, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
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Browse files
SKILL.mdcore · 19,817 bytesSKILL.mdcore · 19,817 bytesSKILL.mdcore · 19,817 bytesSKILL.mdcore · 19,817 bytesreferences/critique.mddoc · 4,106 bytesreferences/expert-notes.mddoc · 9,850 bytesreferences/gui-paths.mddoc · 4,206 bytesreferences/procedures.mddoc · 23,212 bytesreferences/sources.mddoc · 11,735 bytesscripts/agentkit/gameplay/arena.gdasset · 4,235 bytesscripts/agentkit/gameplay/brain.gdasset · 1,809 bytesscripts/agentkit/gameplay/bullet_pool.gdasset · 3,142 bytesscripts/agentkit/gameplay/combat_layers.gdasset · 1,221 bytesscripts/agentkit/gameplay/crowd_bench.gdasset · 12,722 bytesscripts/agentkit/gameplay/dungeon_gen.gdasset · 6,159 bytesscripts/agentkit/gameplay/enemy_body.gdasset · 3,152 bytesscripts/agentkit/gameplay/enemy_manager.gdasset · 3,451 bytesscripts/agentkit/gameplay/hero_enemy.gdasset · 3,273 bytesscripts/agentkit/gameplay/hit_log.gdasset · 486 bytesscripts/agentkit/gameplay/hitbox_3d.gdasset · 1,725 bytesscripts/agentkit/gameplay/hurtbox_3d.gdasset · 1,007 bytesscripts/agentkit/gameplay/inventory/inventory.gdasset · 1,877 bytesscripts/agentkit/gameplay/inventory/item.gdasset · 337 bytesscripts/agentkit/gameplay/inventory/item_stack.gdasset · 206 bytesscripts/agentkit/gameplay/nav_tools.gdasset · 5,866 bytesscripts/agentkit/gameplay/perception.gdasset · 2,287 bytesscripts/agentkit/gameplay/quest_rules.gdasset · 973 bytesscripts/agentkit/gameplay/save_io.gdasset · 3,662 bytesscripts/agentkit/gameplay/state.gdasset · 1,315 bytesscripts/agentkit/gameplay/state_machine.gdasset · 2,556 bytesscripts/agentkit/gameplay/states/attack.gdasset · 697 bytesscripts/agentkit/gameplay/states/chase.gdasset · 605 bytesscripts/agentkit/gameplay/states/patrol.gdasset · 553 bytesscripts/agentkit/gameplay/states/search.gdasset · 577 bytesscripts/agentkit/gameplay/voice_pool.gdasset · 1,889 bytesscripts/gd_gameplay.pyruns · 8,194 bytes
Read excerpt
# 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).