Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
AI movement decision router for chase, patrol, crowd, and bake choices on top of NavigationAgent/Server. Use when deciding node agent vs RID server, bake vs obstacle, layer masks, or retarget policy — not for engine navmesh recipes. Keywords: AI navigation, chase retarget, patrol, crowd RVO, bake vs obstacle, NavigationAgent decision tree.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
실행 점수 미검증
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
| Signal | Choice | Pathfinding script (MANDATORY read) |
|---|---|---|
| 2D top-down / side-scroller, < ~50 agents, editor-tweakable | NavigationAgent2D on CharacterBody2D | smart_navigation_agent.gd |
| 3D floor/slope nav, < ~50 agents, designer-placed regions | NavigationAgent3D on CharacterBody3D | Same script (3D branch); pair with godot-physics-3d for body collision |
| Hundreds–thousands of simple movers (2D or 3D) | RID agents on NavigationServer | server_navigation_setup.gd + low_level_avoidance.gd |
| Agents stuck / jittering | Stuck recovery before retarget spam | agent_stuck_detection.gd |
| Signal | Choice | Pathfinding script (MANDATORY read) |
|---|---|---|
| Walkable geometry changed (proc gen, doors) | Async parse + bake | async_dynamic_baking.gd |
| Moving platform / shifting region | Dynamic region manager | dynamic_nav_manager.gd |
| Projectile / rolling hazard pushing agents | RVO obstacle (no full rebake) | moving_obstacle_server.gd |
| Prefer roads over mud/water | Region enter/travel costs | terrain_cost_manager.gd |
| Signal | Choice | Pathfinding script (MANDATORY read) |
|---|---|---|
| Walk / fly / swim (or faction) filters | Navigation layers bitmasks | layer_mask_navigation.gd |
| Jump / teleport / elevator edges | NavigationLink traversal | nav_link_traversal.gd |
| Formation / anti-clump crowds | Leader-relative offsets | group_avoidance_formations.gd |
| Hot-path query allocs | Reuse query parameter/result objects | memory_optimized_queries.gd |
Do NOT Load scripts outside the chosen row (e.g. skip RID/server scripts for a single designer-tuned agent; skip async bake when only RVO obstacles move).
target_position every physics frame.is_navigation_finished() and is_target_reachable(); on unreachable, pick next or repath.Patrol state handoff (call site): in the patrol state's _physics_process, when the agent finishes a waypoint, call retarget_if_needed(next_waypoint) — do not set target_position directly from the state machine root.
# PatrolState.gd — state machine owns transitions; this skill owns retarget policy
func _physics_process(_delta: float) -> void:
if nav_agent.is_navigation_finished() and nav_agent.is_target_reachable():
_ai_nav.retarget_if_needed(_waypoints[_index])
_index = (_index + 1) % _waypoints.size()
# Threshold retarget — AI policy, not per-frame path spam
const RETARGET_DIST := 1.5
var _last_target: Vector3
func retarget_if_needed(desired: Vector3) -> void:
if desired.distance_to(_last_target) < RETARGET_DIST:
return
nav_agent.target_position = desired
_last_target = desired
target_position before awaiting physics frame — MUST call_deferred() then await get_tree().physics_frame.bake_from_source_geometry_data_async via pathfinding async_dynamic_baking.gd.is_target_reachable() / stuck recovery — Unreachable or stalled agents need policy (agent_stuck_detection.gd).avoidance_enabled — Agents pass through each other.get_path() every frame — Reuse path query objects (memory_optimized_queries.gd).If the sibling skill is unavailable, use this minimal stuck-recovery checklist — do not paste full bake/RID tutorials from memory:
target_position with call_deferred + await get_tree().physics_frame.!nav_agent.is_target_reachable() or velocity ≈ 0 for N frames, skip waypoint or call get_next_path_position() recovery.radius > 0 when avoidance_enabled._ready(). call_deferred + await physics_frame prevents first-path failure.target_position rebakes paths and spikes CPU. Timer (~0.2 s) or distance threshold only.is_target_reachable() + skip/repath policy.| Topic | Reference / script |
|---|---|
| Chase / patrol / crowd AI recipes | ai-movement-recipes.md |
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.
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Bevy ECS skill for 2D sprite animation. Keywords: Bevy, sprite, animation, AnimationPlayer, AnimationClip, 2D.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D lights. Keywords: Bevy, lighting, directional, point, spot, bevy_light, PBR.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for PBR materials. Keywords: Bevy, StandardMaterial, PBR, material, ExtendedMaterial.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for 3D level assembly. Keywords: Bevy, level, scene, mesh, world, ECS.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Bevy ECS skill for moving a Bevy game from 2D to 3D. Keywords: Bevy, 2D, 3D, adapt, camera, sprite.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.