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/godot-genre-rts

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Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

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

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referencesmigration-notes.md

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Migration notes: godot-genre-rts

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 → velocity property — retune unit crowd flow.
  • time_horizon split into time_horizon_agents and time_horizon_obstacles.
  • NavigationAgent3D.agent_height_offset → path_height_offset; ignore_y removed.
  • NavigationObstacle*.estimate_radius removed; get_rid → get_agent_rid.
  • NavigationServer*.agent_set_callback → agent_set_avoidance_callback.
  • SubViewportContainer.mouse_filter must be STOP/PASS for minimap/world SubViewports.

4.1 → 4.2

Official: Upgrading to Godot 4.2

  • PopupMenu shortcut helpers gain allow_echo; clear gains free_submenus (build/rally context menus).

4.2 → 4.3

Official: Upgrading to Godot 4.3

  • If the genre uses TileMap, migrate to TileMapLayer nodes before relying on layer APIs.
  • If the genre ships multiplayer, upgrade all peers to 4.3 together (SceneMultiplayer protocol).
  • AStar2D/3D/Grid2D.get_*_path gain allow_partial_path — useful when rally points are blocked.
  • NavigationRegion2D experimental avoidance props removed with no replacement.
  • Default font outline color is black (was white) — retune selection HUD labels.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path gains optional callback — async path queries for large unit counts.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Nav regions update asynchronously by default (navigation/world/region_use_async_iterations) — expect brief desync after terrain edits.
  • Navmesh merge order changed; edge merge errors may surface — tune merge_rasterizer_cell_scale / fix overlapping navmeshes.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • Retune Environment glow/fog if the genre leans on bloom-heavy looks (strategic zoom/post).
  • AStar*.get_point_path / get_id_path return empty path when from_id is disabled/solid — guard blocked rally nodes.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer.area_mask after opening in 4.7.
  • Control.accessibility_live uses AccessibilityServer.AccessibilityLiveMode — selection/resource readouts.
  • CanvasItem no longer adds antialiasing feather that thickened lines — widen box-select overlay strokes if needed.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    This skill is a safe and comprehensive blueprint for building Real-Time Strategy (RTS) games in Godot. It provides optimized scripts for unit selection, group movement, and resource management without any malicious behavior detected.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    3/3 files flagged

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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