AI Navigation
Use when implementing AI movement, NavigationAgent2D/3D, steering behaviors, behavior...
Install
npx skills add jame581/GodotPrompter --skill ai-navigation -g -a claude-code -y- Repository
- jame581/GodotPrompter914
- Category
- Media
- Updated
- 3d ago
- License
- MIT
- Context cost
- Mediumabout 3,000 tokens
- Runs scripts
- No, instructions only
What it does
Use when implementing AI movement, NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns
AI Navigation in Godot 4.3+
Cover NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns. All examples target Godot 4.3+ with no deprecated APIs.
Related skills: state-machine for AI state management, component-system for modular AI behaviors, player-controller for movement physics patterns, math-essentials for pathfinding vectors and steering math, limboai for BT + HSM with a visual editor, beehave for lightweight GDScript behavior trees. For a structured behavior tree (rather than steering/navigation), see the comparison tables in limboai and beehave.
1. Navigation Setup
Scene Structure
World (Node2D or Node3D)
└── NavigationRegion2D (or NavigationRegion3D)
├── TileMapLayer / StaticBody2D (geometry)
└── Enemy (CharacterBody2D with NavigationAgent2D child)
NavigationRegion2D / NavigationRegion3D
- Add a NavigationRegion2D (or NavigationRegion3D) node to your scene.
- Assign a NavigationPolygon (2D) or NavigationMesh (3D) resource to it.
- Draw the walkable area in the NavigationPolygon editor, or configure the NavigationMesh bounds in 3D.
- Bake the mesh at edit time: select the NavigationRegion node → click Bake NavigationPolygon (2D) or Bake NavigationMesh (3D) in the toolbar.
- Bake at runtime when the world changes dynamically:
# 2D
$NavigationRegion2D.bake_navigation_polygon()
# 3D
$NavigationRegion3D.bake_navigation_mesh()
// 2D
GetNode<NavigationRegion2D>("NavigationRegion2D").BakeNavigationPolygon();
// 3D
GetNode<NavigationRegion3D>("NavigationRegion3D").BakeNavigationMesh();


