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/godot-genre-stealth

@9d6e91e

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

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

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referencesmigration-notes.md

≈821 tokens on demand. Your agent reads this file only when SKILL.md points to it.

Migration notes: godot-genre-stealth

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.
  • 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; target velocity / time_horizon server APIs split/removed.
  • Viewports with Physics Picking enabled auto-mark InputEvents handled — adjust if you relied on unhandled propagation.

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

  • 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.
  • NavigationRegion2D experimental avoidance props (avoidance_layers, constrain_avoidance, …) removed with no replacement.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path gains optional callback.
  • Android sensors disabled by default — enable under Project Settings → Input Devices → Sensors.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Nav regions update asynchronously by default (navigation/world/region_use_async_iterations) — expect sync delay.
  • 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.
  • AStar*.get_point_path / get_id_path return empty path when from_id is disabled/solid.

4.6 → 4.7

Official: Upgrading to Godot 4.7

  • Confirm project stretch mode and AudioStreamPlayer area_mask after opening in 4.7.
  • Mouse/keyboard device IDs are InputEvent.DEVICE_ID_MOUSE / DEVICE_ID_KEYBOARD (not 0) — joypads may use 0.

Source: SKILL.md on GitHub

1 warning17d4 checks · Risk SAFE
  • Gen Agent Trust Hub17d

    This skill provides a set of Godot GDScript blueprints and documentation for stealth game mechanics, including vision systems, sound propagation, and AI alert states. No security risks or malicious patterns were detected.

  • Socket17d

    No alerts

  • Snyk17d

    Risk: LOW · No issues

  • Runlayer7mo

    4/4 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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