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/godot-ai-navigation

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AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.

Use this Skill: https://skilld.dev/gh/thedivergentai/gd-agentic-skills/godot-ai-navigation

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referencesmigration-notes.md

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Migration notes: godot-ai-navigation

Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.

If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • NavigationAgent2D/3D.set_velocity() removed — assign velocity property each physics frame for RVO avoidance.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles — retune avoidance crowding separately for agents vs static obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed — grep skill scripts for the old property name.
  • NavigationObstacle*.estimate_radius removed; get_rid() → get_agent_rid().
  • NavigationServer*.agent_set_callback() → agent_set_avoidance_callback(); legacy target-velocity / time-horizon server APIs split or removed.
  • PathFollow2D.lookahead removed — update 2D escort / patrol samples that follow baked paths.

4.1 → 4.2

Official: Upgrading to Godot 4.2

No skill-relevant breaking changes for this hop.

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • AStar2D/3D/Grid2D.get_*_path() gain allow_partial_path — enable when agents should move toward a unreachable target instead of failing.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed — use NavigationAgent2D RVO on agents instead of region-side avoidance.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path() gains optional callback — use for async path requests without blocking the main thread.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Navigation regions update asynchronously by default (navigation/world/region_use_async_iterations) — wait a frame or poll before assuming rebaked navmesh is query-ready after geometry edits.
  • Navmesh merge order changed — edge merge errors may surface; tune merge_rasterizer_cell_scale and fix overlapping navmesh sources.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • AStar*.get_point_path() / get_id_path() return empty path when from_id is disabled/solid — treat empty as "no route" instead of error/null.

4.6 → 4.7

Official: Upgrading to Godot 4.7

No skill-relevant breaking changes for this hop.

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub1mo

    The skill provides instructional content and code patterns for Godot Engine navigation AI. All external links point to the author's official GitHub repository or the official Godot documentation, representing standard development resources.

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Signed by skilld at 9d6e91e. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 3 weeks ago.

Activeupdated 2 months ago

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