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godot-navigation-pathfindinggodot 导航寻路

Agent Skill

godot-navigation-pathfinding 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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2,326

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:godot-navigation-pathfinding(godot 导航寻路)
来源仓库:https://github.com/thedivergentai/gd-agentic-skills
仓库路径:skills/godot-navigation-pathfinding
安装命令:
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-navigation-pathfinding
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-navigation-pathfinding

简介

godot-navigation-pathfinding 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。

  • 适用于戈多导航寻路相关的技术调研与实现方案筛选场景。
  • 通过 npx skills add 命令从指定仓库安装,需确认宿主环境支持。
  • 安装前建议检查仓库维护状态与安全策略,避免引入不可靠组件。
  • 该技能可能涉及外部查询或文件处理,请谨慎部署并先行测试。

SKILL.md

Navigation & Pathfinding

NavigationServer-powered pathfinding with avoidance and dynamic obstacles define robust AI movement.

Available Scripts

dynamic_nav_manager.gd

Expert runtime navigation mesh updates for moving platforms.

server_navigation_setup.gd

Low-level NavigationServer3D usage (bypassing nodes). Creates maps, regions, and registers navmeshes entirely via RID for maximum performance.

async_dynamic_baking.gd

Expert logic for bake_from_source_geometry_data_async. Parses geometry on main thread then bakes in background to prevent procedural-gen stutters.

memory_optimized_queries.gd

Pattern for reusing NavigationPathQueryParameters3D and NavigationPathQueryResult3D objects to prevent frame-by-frame GC allocations.

terrain_cost_manager.gd

Controlling pathfinding logic using region_set_enter_cost and region_set_travel_cost to define high-penalty areas (mud, fire, water).

low_level_avoidance.gd

Direct RVO (Reciprocal Velocity Obstacles) registration using server-side agents. Uses NavigationServer3D.agent_set_avoidance_callback for high-performance avoidance.

moving_obstacle_server.gd

Dynamic obstacle registration (e.g. for projectiles or rolling hazards) that push RVO agents away without full navmesh baking.

nav_link_traversal.gd

Advanced handling of NavigationLink3D for jumps, teleports, and elevators. Detects link traversal and overrides standard movement.

layer_mask_navigation.gd

Architecture for multi-type navigation (e.g. Flying vs Walking vs Swimming) using 32-bit navigation layers and bitmasks.

agent_stuck_detection.gd

Robust AI recovery logic. Detects distance-over-time stalls and triggers jitter recovery or path recalculation.

group_avoidance_formations.gd

Coordinating crowd behavior. Strategies for avoiding individual agent clumping by using leader-relative target offsets.

NEVER Do in Navigation & Pathfinding

  • NEVER set target_position before awaiting physics frame — NavigationServer not ready in _ready()? Path fails silently. MUST call_deferred() then await get_tree().physics_frame.
  • NEVER use NavigationRegion2D.bake_navigation_polygon() at runtime — Synchronous baking freezes game for 100+ ms. Use NavigationServer.bake_from_source_geometry_data_async() for stutter-free updates.
  • NEVER forget to check is_navigation_finished() — Calling get_next_path_position() after reaching target = stale path, AI walks to old position.
  • NEVER use avoidance_enabled without setting radius — Default radius = 0, agent passes through others. Set nav_agent.radius = collision_shape.radius for proper avoidance.
  • NEVER poll target_position every frame for chase AI — Setting target 60x/sec = path recalculation spam. Use timer (0.2s intervals) or distance threshold for updates.
  • NEVER assume path exists — Target unreachable (blocked by walls)? get_next_path_position() returns invalid. Check is_target_reachable() or validate path length.
  • NEVER use heavy node-based navigation for thousands of simple entities — Use NavigationServer3D/2D RIDs directly to bypass node overhead.
  • NEVER call get_path() every frame — Use query_path() with reused NavigationPathQueryResult objects to prevent massive heap allocation and GC pressure.
  • NEVER leave 'enter_cost' at 0 for high-penalty areas — Use costs to make AI prefer logical paths (roads over water) instead of just shortest geometric distance.
  • NEVER ignore agent_set_avoidance_callback — Always use the callback for safe velocity computation to avoid synchronization issues and "jittery" movement.

2D Navigation

# Scene structure:
# Node2D (Level)
#   ├─ NavigationRegion2D
#   │    └─ Polygon2D (draw walkable area)
#   └─ CharacterBody2D (Enemy)
#        └─ NavigationAgent2D

Setup NavigationRegion2D:

  1. Add NavigationRegion2D node
  2. Create New NavigationPolygon
  3. Click "Edit" → Draw walkable area
  4. Bake navigation mesh

Basic AI Movement

extends CharacterBody2D

@onready var nav_agent := $NavigationAgent2D
@export var speed := 200.0

var target_position: Vector2

func _ready() -> void:
    # Wait for navigation to be ready
    call_deferred("setup_navigation")

func setup_navigation() -> void:
    await get_tree().physics_frame
    nav_agent.target_position = target_position

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return

    var next_position := nav_agent.get_next_path_position()
    var direction := (next_position - global_position).normalized()

    velocity = direction * speed
    move_and_slide()

func set_target(pos: Vector2) -> void:
    target_position = pos
    nav_agent.target_position = pos

NavigationAgent Properties

# Path recalculation
nav_agent.path_desired_distance = 10.0
nav_agent.target_desired_distance = 10.0

# Avoidance
nav_agent.radius = 20.0
nav_agent.avoidance_enabled = true

# Performance
nav_agent.path_max_distance = 500.0

Advanced Patterns

Chase Player

extends CharacterBody2D

@onready var nav_agent := $NavigationAgent2D
@export var speed := 150.0
@export var chase_range := 300.0

var player: Node2D

func _physics_process(delta: float) -> void:
    if not player:
        return

    var distance := global_position.distance_to(player.global_position)

    if distance <= chase_range:
        nav_agent.target_position = player.global_position

        if not nav_agent.is_navigation_finished():
            var next_pos := nav_agent.get_next_path_position()
            var direction := (next_pos - global_position).normalized()
            velocity = direction * speed
            move_and_slide()

Patrol Points

extends CharacterBody2D

@onready var nav_agent := $NavigationAgent2D
@export var patrol_points: Array[Vector2] = []
@export var speed := 100.0

var current_point_index := 0

func _ready() -> void:
    if patrol_points.size() > 0:
        nav_agent.target_position = patrol_points[0]

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        _go_to_next_patrol_point()
        return

    var next_pos := nav_agent.get_next_path_position()
    var direction := (next_pos - global_position).normalized()
    velocity = direction * speed
    move_and_slide()

func _go_to_next_patrol_point() -> void:
    current_point_index = (current_point_index + 1) % patrol_points.size()
    nav_agent.target_position = patrol_points[current_point_index]

3D Navigation

extends CharacterBody3D

@onready var nav_agent := $NavigationAgent3D
@export var speed := 5.0

func _physics_process(delta: float) -> void:
    if nav_agent.is_navigation_finished():
        return

    var next_position := nav_agent.get_next_path_position()
    var direction := (next_position - global_position).normalized()

    velocity = direction * speed
    move_and_slide()

Dynamic Obstacles

# Add NavigationObstacle2D to moving objects
# Scene:
# CharacterBody2D (MovingPlatform)
#   └─ NavigationObstacle2D

# Navigation automatically updates around it

Signals

func _ready() -> void:
    nav_agent.velocity_computed.connect(_on_velocity_computed)
    nav_agent.navigation_finished.connect(_on_navigation_finished)

func _on_velocity_computed(safe_velocity: Vector2) -> void:
    velocity = safe_velocity
    move_and_slide()

func _on_navigation_finished() -> void:
    print("Reached destination")

Best Practices

1. Defer Navigation Setup

# ✅ Good - wait for navigation to initialize
func _ready() -> void:
    call_deferred("setup_nav")

func setup_nav() -> void:
    await get_tree().physics_frame
    nav_agent.target_position = target

2. Check if Path Exists

if not nav_agent.is_target_reachable():
    print("Target unreachable!")

3. Use Avoidance for Crowds

nav_agent.avoidance_enabled = true
nav_agent.radius = 20.0
nav_agent.max_neighbors = 10

Reference

Related

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安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

36.21%
按下载量换算270

Claude

31.31%
按下载量换算233

Cursor

17.01%
按下载量换算127

Gemini CLI

8.63%
按下载量换算64

安全审计

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权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

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