Game AI navigation & pathfinding
SkillAI & modelsUse 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).
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Game AI navigation & pathfinding skill
What this skill tells your AI
The instructions your AI receives, as published by ericrisco/rsc-harness in skills/gamedev-pathing/SKILL.md and read by ahel’s review.
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 |
| Godot 4.x | agent.get_next_location() | agent.get_next_path_position() |
| Godot 4.x | NavigationAgent.set_target_location() | set the target_position property |
| Godot 4.x | reading velocity directly when avoidance is on | feed set_velocity(), read the velocity_computed(safe) signal |
| Unity (AI Navigation pkg) | the legacy Navigation window static bake, Navigation Static flag, built-in OffMeshLink component | NavMeshSurface (com.unity.ai.navigation), NavMeshLink, NavMeshModifier |
| Unity | agent.destination = p then reading a path same frame | SetDestination(p), then gate on !pathPending && remainingDistance <= stoppingDistance |
| Unreal (UE5) | hand-rolling A* over your own grid for pawns | AAIController::MoveTo* over RecastNavMesh; BT MoveTo task |
| Unreal | expecting a Static navmesh to react to spawned geometry | set RecastNavMesh Runtime Generation = Dynamic (or Dynamic Modifiers Only) |
The two-layer mental model (center of gravity)
The single most common navigation bug is collapsing two jobs into one. Keep them separate:
- Global pathfinding — where to go. A discrete search (A* / navmesh query) over a static-ish representation, run occasionally (on new goal, or throttled), returns a corridor of waypoints.
- Local steering + avoidance — how to move this frame. A cheap per-frame vector: follow the corridor, dodge other agents and dynamic obstacles, respect acceleration. Runs every frame.
Path for the map, steering for the moment. Symptoms of merging them: re-running A* every frame (CPU
melts), or agents that walk the path but pile into each other (no local avoidance). Every engine's
NavMeshAgent / NavigationAgent bundles both — know which layer you are configuring.
Choosing a representation
| Representation | Fits | Cost / caveat |
|---|---|---|
| Uniform grid | tile/2D games, RTS, roguelikes, destructible terrain | many nodes; needs path smoothing to avoid staircase paths; JPS accelerates it |
| Waypoint graph | sparse hand-placed routes, patrol nets, rails, racing lines | cheap; agents snap to nodes, off-graph space is invisible — brittle for open areas |
| Navmesh | 3D and most open 2D worlds; the default for character movement | bake step; represents walkable surface as convex polys — fewer nodes, natural paths |
Rule: navmesh for free-roaming characters, grid for tile-locked/destructible worlds, waypoint graph
only for constrained routes. Detail & path-smoothing (funnel algorithm) → references/search-algorithms.md.
Search algorithms (essentials)
- A* — the default. Dijkstra + a heuristic
h(n)that estimates remaining cost. Admissibleh(never over-estimates) ⇒ optimal path; use octile distance on 8-connected grids, Euclidean on navmesh/any-angle.hmust also stay ≤ true edge costs (consistency) to skip re-expansions. - Dijkstra — A* with
h=0. Use when there is no single goal (nearest of many exits) or you need the full cost field (see flow fields). Slower than A* to one target. - Weighted / greedy — inflate
h(f = g + w·h,w>1) for faster, slightly suboptimal paths when frame budget beats optimality. - JPS (Jump Point Search) — A* speedup for uniform-cost grids only; skips symmetric paths, often 10×+ fewer expansions. Not for weighted terrain or navmeshes.
- Hierarchical / HPA* — for huge maps: partition into clusters, path cluster-to-cluster, refine locally. Reach for it when a single flat A* blows the frame budget or you have thousands of tiles.
Always run search off a binary-heap open set and a closed set. Pseudocode, tie-breaking, any-angle
(Theta*), and the funnel string-pull → references/search-algorithms.md.
Navmesh workflow (essentials)
- Bake the walkable surface from level geometry. Key params: agent radius (how far the mesh is shrunk from walls — the #1 knob), agent height, max step/climb, max slope, cell size.
- One navmesh per agent size. A tank and a rat need different bakes; do not share one mesh and hope.
- Regions / areas + costs — tag surfaces (water, mud, road) with a traversal cost so paths prefer roads and avoid hazards, rather than deleting the area outright.
- Off-mesh / nav links — explicit edges for jumps, ladders, teleporters, doors: places agents move
but no polygon connects. Godot
NavigationLink, UnityNavMeshLink, UnrealNavLinkProxy. - Dynamic obstacles — two tools, do not confuse them:
- Carving obstacle (Unity
NavMeshObstaclecarving, GodotNavigationObstacle, UnrealNavModifier): punches a hole so global paths route around a placed prop. Costs a re-carve on move. - Local avoidance (RVO/ORCA): agents dodge without touching the mesh — for other moving agents.
- Carving obstacle (Unity
- Re-baking — full rebake is expensive; prefer tile/partial rebake or carving for runtime
changes. Bake offline for static levels. Full param table + per-engine baking →
references/navmesh-workflow.md.
Steering & local avoidance (essentials)
Steering = a desired-velocity vector combined and clamped to max force/speed. Primitives:
- Seek / Flee — accelerate toward / away from a target point.
- Arrive — seek that ramps speed down inside a slowing radius (no overshoot/jitter at the goal).
- Pursue / Evade — seek/flee the target's predicted future position, not its current one.
- Wander — smoothed random heading for idle/ambient motion.
- Path following — steer toward a look-ahead point along the A*/navmesh corridor, not the far goal.
- Flocking = separation + alignment + cohesion (Reynolds boids) for groups.
Combine either as a weighted sum (simple) or priority/arbitration (avoidance wins over cohesion).
Local avoidance (RVO / ORCA): each agent picks a velocity that is collision-free assuming neighbours
share the burden (reciprocal — hence no oscillating "dance"). This is avoidance, not collision
response: it changes intended velocity before moving; the physics/collision solver is a separate,
last-resort backstop (→ gamedev-physics). For dense crowds use the
engine's crowd/avoidance system.
Flow fields — for many agents → one (or few) goals (RTS swarm, tower-defense creeps): run one
Dijkstra from the goal over the grid to build a cost/integration field, derive a per-cell direction
vector once, then every agent just samples its cell. O(1) per agent vs one A* each. Full derivation,
boids weights, and RVO intuition → references/steering-and-avoidance.md.
Per-engine mapping
Godot 4.x (NavigationAgent3D — 2D is identical with 2D suffix)
extends CharacterBody3D
@onready var agent: NavigationAgent3D = $NavigationAgent3D
@export var speed := 4.0
func _ready() -> void:
agent.avoidance_enabled = true # RVO local avoidance
agent.velocity_computed.connect(_on_velocity_computed)
func set_goal(p: Vector3) -> void:
agent.target_position = p # property, NOT set_target_location()
func _physics_process(_delta: float) -> void:
if agent.is_navigation_finished():
return
var next := agent.get_next_path_position() # 4.x name (was get_next_location)
var desired := global_position.direction_to(next) * speed
agent.set_velocity(desired) # feed RVO; result via signal
func _on_velocity_computed(safe: Vector3) -> void: # only fires while avoidance enabled
velocity = safe
move_and_slide()
One-off query without an agent: NavigationServer3D.map_get_path(map_rid, from, to, true). Rebake a
region at runtime: $NavigationRegion3D.bake_navigation_mesh(). Off-mesh: NavigationLink3D. If
avoidance is off, skip the signal and move_and_slide() with desired directly.
Unity (AI Navigation package + NavMeshAgent)
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour {
NavMeshAgent agent;
void Awake() => agent = GetComponent<NavMeshAgent>();
public void Chase(Transform target) => agent.SetDestination(target.position);
public bool ReachedGoal() =>
!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance
&& (!agent.hasPath || agent.velocity.sqrMagnitude < 0.01f);
}
Bake: add a NavMeshSurface to a scene root and Bake (the legacy Navigation window is gone).
Runtime rebake: surface.BuildNavMesh(). Dynamic blockers: NavMeshObstacle (enable Carving for
stationary props, leave off for moving agents so RVO handles them). Off-mesh: NavMeshLink. Local
avoidance quality: agent.obstacleAvoidanceType. Area costs: agent.SetAreaCost(area, cost).
Unreal (UE5 — RecastNavMesh + AIController + Behavior Tree / EQS)
- Drop a
NavMeshBoundsVolumearound playable space → aRecastNavMeshauto-generates. For runtime changes set its Runtime Generation = Dynamic (or Dynamic Modifiers Only); spawned geometry must have collision + Can Ever Affect Navigation. - Possess the pawn with an
AAIController. Movement:
AAIController* AICon = Cast<AAIController>(GetController());
AICon->MoveToActor(TargetActor, /*AcceptanceRadius*/ 50.f); // or MoveToLocation(FVector)
- Behavior Tree + Blackboard for decisions; the
MoveTotask walks the navmesh. EQS (Environment Query System) picks where to go (cover, flank, nearest item) via scored queries. - Costs/holes:
NavModifierVolume+NavAreaclasses. Off-mesh:NavLinkProxy. Crowd avoidance: enable the Detour Crowd manager (orDetourCrowdAIController) for RVO on many agents.
High-level BT design (states, aggro, difficulty) is
game-design; this skill wires the BT's movement/EQS tasks to navigation, not the decision tree's semantics.
Anti-patterns
| Anti-pattern | Do instead |
|---|---|
| Running a full A* every frame | Path on goal-change (or throttled) and steer between frames — per-frame search melts CPU at scale. |
| One navmesh bake shared by every unit | Radius/height differ; bake per agent size or use agent-type profiles. |
| Baking with a placeholder agent radius | Bake with the real radius — mismatch is the top "stuck in doorways / clipping walls" cause. |
| Treating agents that clip through each other as a physics bug | Missing local avoidance; enable RVO/crowd — that is the navigation layer. |
| Expecting RVO to prevent every overlap | Avoidance ≠ collision. Agents can still overlap under pressure; that is expected, not a physics bug. |
| Expecting a static bake to see runtime-spawned geometry | Set Dynamic runtime generation / rebake, or add a carving obstacle or nav link. |
| Hand-rolling your own grid A* in Unity/Unreal | Reinvents the built-in navmesh; use NavMeshAgent / AAIController::MoveTo. |
| 500 zombies each running A* to the player | That's a flow field: one Dijkstra from the goal, agents sample cells. |
Setting agent.destination and reading the path the same frame | Path is async (pathPending); gate on it before trusting remainingDistance. |
Inflating h because a bigger heuristic seems smarter | Over-estimating h breaks A* optimality; keep it admissible (or weight it knowingly). |
| Trusting a path query that came back empty | Start/end are off the navmesh or in disconnected islands — snap to the nearest poly and check reachability first. |
| Assuming an off-mesh link works both ways | Links are directional and manual — a jump-down link does not imply a jump-up link. |
| Feeding raw grid paths to the mover | Smooth them (funnel / string-pull) or agents walk visible zig-zag staircases. |
Related skills
godot— GDScript/scene specifics; this skill owns the navigation subsystem it plugs into.unity— Unity/C# project setup; here for the NavMesh + AI Navigation package details.unreal— UE5/Blueprint/C++; here for RecastNavMesh + AIController/BT/EQS wiring.gamedev-physics— collision response, rigidbodies, character controllers; steering decides intended velocity, physics resolves the contact.game-design— high-level enemy behaviour, aggro, encounter/difficulty design (what the AI decides, not how it moves).
Checklist
- Representation chosen deliberately (navmesh / grid / waypoint) and justified for the world type.
- Global path and local steering are separate layers; A* is not per-frame.
- Navmesh baked with the correct agent radius/height/step/slope (per agent size if they differ).
- Area costs set for hazards/terrain instead of hard-deleting walkable space.
- Off-mesh/nav links placed for every jump/ladder/teleport gap (correct direction).
- Dynamic obstacles handled by carving or rebake or local avoidance — the right one for each case.
- Local avoidance / crowd enabled if multiple agents share space; flow field used for many→one-goal.
- Correct current engine APIs (no banned names from the version table); paths validated for reachability.
- Grid paths smoothed (funnel) so movement isn't staircased.
Project grounding (02-DOCS + CLAUDE.md)
When this runs in a project with a 02-DOCS/ layer (the harness wiki), record
the project's navigation decisions in 02-DOCS/wiki/stack/gamedev-pathing.md (indexed from
02-DOCS/wiki/index.md): engine + version, chosen representation, bake settings (agent sizes, cell
size), avoidance/crowd choice, custom links/areas. Read it first on every use; bump its Updated date
when a convention changes. No 02-DOCS/ layer? Skip silently — conventions are recorded, not gated.
Signals
- GitHub stars
- 82
- Forks
- 3
- Last commit
- Sep 2026
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gamedev-pathing- Source
- github.com/ericrisco/rsc-harness