/ai-navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
$ npx -y skills add jame581/GodotPrompter --skill ai-navigation --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/ai-navigation
Context preview
The summary Claude sees to decide when to auto-load this skill.
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
SKILL.md
ai-navigation.SKILL.mdname: ai-navigation
description: Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
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**.
---
1. Navigation Setup
Scene Structure
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
├── TileMapLayer / StaticBody2D (geometry)
└── Enemy (CharacterBody2D with NavigationAgent2D child)NavigationRegion2D / NavigationRegion3D
1. Add a **NavigationRegion2D** (or **NavigationRegion3D**) node to your scene. 2. Assign a **NavigationPolygon** (2D) or **NavigationMesh** (3D) resource to it. 3. Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D. 4. **Bake the mesh at edit time:** select the NavigationRegion node → click **Bake NavigationPolygon** (2D) or **Bake NavigationMesh** (3D) in the toolbar. 5. **Bake at runtime** when the world changes dynamically:
# 2D
$NavigationRegion2D.bake_navigation_polygon()
# 3D
$NavigationRegion3D.bake_navigation_mesh()
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();
// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();Async Navigation Baking (Godot 4.4+)
Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread: pass `true` to `bake_navigation_polygon(true)` (2D) or `bake_navigation_mesh(true)` (3D) and connect the region's `bake_finished` signal (use `CONNECT_ONE_SHOT`) to know when the mesh is ready.
> See [references/async-baking.md](references/async-baking.md) for the full GDScript and C# background-thread bake examples (2D and 3D).
> **When to use async baking:** Procedurally generated levels, destructible terrain, or any scene where the navigation mesh must be rebuilt at runtime. The game continues running while the mesh bakes.
Navigation Layers
Navigation layers let you separate walkable areas for different agent types (ground troops, flying units, large enemies).
# Assign layer bits on the NavigationRegion (Inspector or code)
# Layer 1 = ground, Layer 2 = air, Layer 3 = large
# On the NavigationAgent, set matching layers:
$NavigationAgent2D.navigation_layers = 1 # ground only
$NavigationAgent2D.navigation_layers = 2 # air only
$NavigationAgent2D.navigation_layers = 1 | 2 # both (bitwise OR)
// Assign layer bits on the NavigationRegion (Inspector or code)
// Layer 1 = ground, Layer 2 = air, Layer 3 = large
var navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
navAgent.NavigationLayers = 1; // ground only
navAgent.NavigationLayers = 2; // air only
navAgent.NavigationLayers = 1 | 2; // both (bitwise OR)> Set `navigation_layers` on both the **NavigationRegion** and the **NavigationAgent** so they match. Mismatched layers are one of the most common reasons an agent finds no path.
---
2. NavigationAgent2D Basic Usage
GDScript
extends CharacterBody2D
@export var speed: float = 120.0
@onready var nav_agent: NavigationAgent2D = $NavigationAgent2D
func _ready() -> void:
# velocity_computed fires when avoidance calculates a safe velocity
nav_agent.velocity_computed.connect(_on_velocity_computed)
func _physics_process(delta: float) -> void:
if nav_agent.is_navigation_finished():
return
var next_pos: Vector2 = nav_agent.get_next_path_position()
var direction: Vector2 = (next_pos - global_position).normalized()
var desired_velocity: Vector2 = direction * speed
if nav_agent.avoidance_enabled:
# Hand desired velocity to the avoidance system; wait for the signal
nav_agent.velocity = desired_velocity
else:
velocity = desired_velocity
move_and_slide()
func _on_velocity_computed(safe_velocity: Vector2) -> void:
velocity = safe_velocity
move_and_slide()
func set_target(target_pos: Vector2) -> void:
nav_agent.target_position = target_pos
**Key NavigationAgent2D properties:**
| Property | Purpose | |---|---| | `target_position` | World-space destination | | `path_desired_distance` | How close to each waypoint counts as reached (default 1) | | `target_desired_distance` | How close to the final target counts as finished (default 10) | | `avoidance_enabled` | Enable RVO obstacle avoidance | | `radius` | Agent collision radius for avoidance | | `time_horizon_agents` | Seconds of avoidance look-ahead (tune to reduce jitter) |
C#
using Godot;
public partial class Enemy2D : CharacterBody2D
{
[Export] public float Speed { get; set; } = 120f;
private NavigationAgent2D _navAgent;
public override void _Ready()
{
_navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
_navAgent.VelocityComputed += OnVelocityComputed;
}
public override void _PhysicsProcess(double delta)
{
if (_navAgent.IsNavigationFinished()) return;
Vector2 nextPos = _navAgent.GetNextPathPosition();
Vector2 direction = (nextPos - GlobalPosition).Normalized();
Vector2 desiredVelocity = direction * Speed;
if (_navAgent.AvoidanceEnabled)
_navAgent.Velocity = desiredVelocity;
else
{
Velocity = desiredVelocity;
MoveAndSlide();
}
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
VeloRead more
name: ai-navigation description: Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
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**.
---
1. Navigation Setup
Scene Structure
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
├── TileMapLayer / StaticBody2D (geometry)
└── Enemy (CharacterBody2D with NavigationAgent2D child)NavigationRegion2D / NavigationRegion3D
1. Add a **NavigationRegion2D** (or **NavigationRegion3D**) node to your scene. 2. Assign a **NavigationPolygon** (2D) or **NavigationMesh** (3D) resource to it. 3. Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D. 4. **Bake the mesh at edit time:** select the NavigationRegion node → click **Bake NavigationPolygon** (2D) or **Bake NavigationMesh** (3D) in the toolbar. 5. **Bake at runtime** when the world changes dynamically:
# 2D $NavigationRegion2D.bake_navigation_polygon() # 3D $NavigationRegion3D.bake_navigation_mesh()
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();
// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();Async Navigation Baking (Godot 4.4+)
Navigation baking can cause frame drops on large maps. Godot 4.4 supports baking on a background thread: pass `true` to `bake_navigation_polygon(true)` (2D) or `bake_navigation_mesh(true)` (3D) and connect the region's `bake_finished` signal (use `CONNECT_ONE_SHOT`) to know when the mesh is ready.
> See [references/async-baking.md](references/async-baking.md) for the full GDScript and C# background-thread bake examples (2D and 3D).
> **When to use async baking:** Procedurally generated levels, destructible terrain, or any scene where the navigation mesh must be rebuilt at runtime. The game continues running while the mesh bakes.
Navigation Layers
Navigation layers let you separate walkable areas for different agent types (ground troops, flying units, large enemies).
# Assign layer bits on the NavigationRegion (Inspector or code) # Layer 1 = ground, Layer 2 = air, Layer 3 = large # On the NavigationAgent, set matching layers: $NavigationAgent2D.navigation_layers = 1 # ground only $NavigationAgent2D.navigation_layers = 2 # air only $NavigationAgent2D.navigation_layers = 1 | 2 # both (bitwise OR)
// Assign layer bits on the NavigationRegion (Inspector or code)
// Layer 1 = ground, Layer 2 = air, Layer 3 = large
var navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
navAgent.NavigationLayers = 1; // ground only
navAgent.NavigationLayers = 2; // air only
navAgent.NavigationLayers = 1 | 2; // both (bitwise OR)> Set `navigation_layers` on both the **NavigationRegion** and the **NavigationAgent** so they match. Mismatched layers are one of the most common reasons an agent finds no path.
---
2. NavigationAgent2D Basic Usage
GDScript
extends CharacterBody2D @export var speed: float = 120.0 @onready var nav_agent: NavigationAgent2D = $NavigationAgent2D func _ready() -> void: # velocity_computed fires when avoidance calculates a safe velocity nav_agent.velocity_computed.connect(_on_velocity_computed) func _physics_process(delta: float) -> void: if nav_agent.is_navigation_finished(): return var next_pos: Vector2 = nav_agent.get_next_path_position() var direction: Vector2 = (next_pos - global_position).normalized() var desired_velocity: Vector2 = direction * speed if nav_agent.avoidance_enabled: # Hand desired velocity to the avoidance system; wait for the signal nav_agent.velocity = desired_velocity else: velocity = desired_velocity move_and_slide() func _on_velocity_computed(safe_velocity: Vector2) -> void: velocity = safe_velocity move_and_slide() func set_target(target_pos: Vector2) -> void: nav_agent.target_position = target_pos
**Key NavigationAgent2D properties:**
| Property | Purpose | |---|---| | `target_position` | World-space destination | | `path_desired_distance` | How close to each waypoint counts as reached (default 1) | | `target_desired_distance` | How close to the final target counts as finished (default 10) | | `avoidance_enabled` | Enable RVO obstacle avoidance | | `radius` | Agent collision radius for avoidance | | `time_horizon_agents` | Seconds of avoidance look-ahead (tune to reduce jitter) |
C#
using Godot;
public partial class Enemy2D : CharacterBody2D
{
[Export] public float Speed { get; set; } = 120f;
private NavigationAgent2D _navAgent;
public override void _Ready()
{
_navAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
_navAgent.VelocityComputed += OnVelocityComputed;
}
public override void _PhysicsProcess(double delta)
{
if (_navAgent.IsNavigationFinished()) return;
Vector2 nextPos = _navAgent.GetNextPathPosition();
Vector2 direction = (nextPos - GlobalPosition).Normalized();
Vector2 desiredVelocity = direction * Speed;
if (_navAgent.AvoidanceEnabled)
_navAgent.Velocity = desiredVelocity;
else
{
Velocity = desiredVelocity;
MoveAndSlide();
}
}
private void OnVelocityComputed(Vector2 safeVelocity)
{
VeloAgentic skills framework for Godot 4.x game development. Gives AI coding agents domain-specific expertise for GDScript and C# projects.
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