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/godot-navigation-pathfinding

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Expert blueprint for AI pathfinding (tower defense, RTS, stealth) using NavigationAgent2D/3D, NavigationServer, avoidance, and dynamic navigation mesh generation. Use when implementing enemy AI, NPC movement, or obstacle avoidance. Keywords NavigationAgent2D, NavigationRegion2D, pathfinding, NavigationServer, avoidance, baking, NavigationObstacle.

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

This session only. Nothing lands on disk.

referencesmigration-notes.md

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Migration notes: godot-navigation-pathfinding

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.

3.x → 4.0

Official: Upgrading from Godot 3 to Godot 4

  • Navigation2D/Navigation3D hubs removed — use NavigationRegion*/Agent*/Server* stack.
  • NavigationMeshInstance → NavigationRegion3D; NavigationPolygonInstance → NavigationRegion2D.
  • AStar get_points() → get_points_id() (manual rename list).
  • Re-bake navmeshes after convert; room/portal occlusion ≠ Navigation.

4.0 → 4.1

Official: Upgrading to Godot 4.1

  • NavigationAgent2D/3D.set_velocity() removed — assign velocity property each frame for RVO.
  • 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().
  • PathFollow2D.lookahead removed — update 2D path-following locomotion samples.

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.
  • NavigationRegion2D experimental avoidance props removed — route avoidance through NavigationAgent2D instead.

4.3 → 4.4

Official: Upgrading to Godot 4.4

  • NavigationServer2D/3D.query_path() gains optional async callback.

4.4 → 4.5

Official: Upgrading to Godot 4.5

  • Nav regions bake/update asynchronously by default — defer query_path until rebake completes after TileMap or CSG edits.
  • Navmesh merge order changed — fix overlapping regions and tune merge_rasterizer_cell_scale when edge-merge errors appear.

4.5 → 4.6

Official: Upgrading to Godot 4.6

  • AStar*.get_point_path() / get_id_path() return empty when start point disabled/solid — guard custom A* wrappers accordingly.

4.6 → 4.7

Official: Upgrading to Godot 4.7

No skill-relevant breaking changes for this hop.

Source: SKILL.md on GitHub

1 warning16d4 checks · Risk SAFE
  • Gen Agent Trust Hub16d

    The skill provides a collection of GDScript blueprints and best practices for implementing navigation and pathfinding in the Godot engine. It contains implementation patterns for agents, dynamic navmesh baking, and performance optimization using the NavigationServer API. No security issues were detected.

  • Socket16d

    No alerts

  • Snyk16d

    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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