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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
101 lines
3.1 KiB
Markdown
101 lines
3.1 KiB
Markdown
# Godot Navigation — Quick Reference
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Last verified: 2026-02-12 | Engine: Godot 4.6
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## What Changed Since ~4.3 (LLM Cutoff)
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### 4.5 Changes
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- **Dedicated 2D navigation server**: No longer a proxy to 3D NavigationServer
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- Reduces export binary size for 2D-only games
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- API remains the same for both 2D and 3D
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### 4.3 Changes (in training data)
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- **`NavigationRegion2D`**: Removed `avoidance_layers` and `constrain_avoidance` properties
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## Current API Patterns
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### NavigationAgent3D (Preferred for Most Cases)
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```gdscript
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@onready var nav_agent: NavigationAgent3D = %NavigationAgent3D
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func _ready() -> void:
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nav_agent.path_desired_distance = 0.5
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nav_agent.target_desired_distance = 1.0
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nav_agent.velocity_computed.connect(_on_velocity_computed)
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func navigate_to(target: Vector3) -> void:
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nav_agent.target_position = target
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func _physics_process(delta: float) -> void:
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if nav_agent.is_navigation_finished():
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return
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var next_pos: Vector3 = nav_agent.get_next_path_position()
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var direction: Vector3 = global_position.direction_to(next_pos)
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nav_agent.velocity = direction * move_speed
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func _on_velocity_computed(safe_velocity: Vector3) -> void:
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velocity = safe_velocity
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move_and_slide()
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```
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### NavigationAgent2D
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```gdscript
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@onready var nav_agent: NavigationAgent2D = %NavigationAgent2D
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func navigate_to(target: Vector2) -> void:
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nav_agent.target_position = target
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func _physics_process(delta: float) -> void:
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if nav_agent.is_navigation_finished():
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return
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var next_pos: Vector2 = nav_agent.get_next_path_position()
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var direction: Vector2 = global_position.direction_to(next_pos)
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velocity = direction * move_speed
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move_and_slide()
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```
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### Low-Level Path Query (3D)
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```gdscript
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# Direct server query for custom pathfinding logic
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var query := NavigationPathQueryParameters3D.new()
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query.map = get_world_3d().navigation_map
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query.start_position = global_position
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query.target_position = target_pos
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query.navigation_layers = navigation_layers
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var result := NavigationPathQueryResult3D.new()
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NavigationServer3D.query_path(query, result)
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var path: PackedVector3Array = result.path
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```
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### Avoidance
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```gdscript
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# Enable RVO2-based local avoidance
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nav_agent.avoidance_enabled = true
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nav_agent.radius = 0.5
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nav_agent.max_speed = move_speed
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nav_agent.neighbor_distance = 10.0
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# Use velocity_computed signal for avoidance-safe movement
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nav_agent.velocity_computed.connect(_on_velocity_computed)
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# Set velocity each frame (avoidance needs this)
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nav_agent.velocity = desired_velocity
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```
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### Navigation Layers
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```gdscript
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# Use layers to separate walkable areas by agent type
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# Layer 1: Ground units
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# Layer 2: Flying units
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# Layer 3: Swimming units
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nav_agent.navigation_layers = 1 # Ground only
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nav_agent.navigation_layers = 1 | 2 # Ground + Flying
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```
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## Common Mistakes
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- Calling `get_next_path_position()` without checking `is_navigation_finished()`
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- Not setting `velocity` on the agent when avoidance is enabled (required for RVO2)
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- Using `NavigationRegion2D.avoidance_layers` (removed in 4.3)
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- Forgetting to bake navigation mesh after modifying geometry
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- Not setting `navigation_layers` (defaults to all layers)
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