navmeshes-and-collision

Implements navmesh-based pathfinding and movement constraints for 2D/3D game worlds.

Updated Feb 7, 2026
One-click install
npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill navmeshes-and-collision
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: navmeshes-and-collision
Source: https://github.com/All-Out-Games/reusable-weapons-csl/tree/main/.claude/skills/navmeshes-and-collision
Command: npx skills add https://github.com/All-Out-Games/reusable-weapons-csl --skill navmeshes-and-collision

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Navmeshes define walkable areas for the player, NPCs, and other entities, enabling reliable pathfinding and movement constraints in a game world.

Core Features & Use Cases

  • Navmesh component: central container for navmesh data, triangulation, pathfinding queries, and closest-point queries.
  • Navmesh_Loop component: defines walkable regions as polygons, supports holes via Flip Inside Outside, and auto-updates the parent navmesh.
  • Movement_Agent component: handles entity movement with built-in pathfinding, including velocity, friction, and speed; can lock to a specific navmesh.
  • Editor and runtime workflow: create a Navmesh on a parent entity, add child Navmesh_Loop objects to shape the area, and use the provided APIs to drive agent movement and spawning.
  • Real-world example: spawn enemies or agents on a defined navmesh and direct them toward targets using Movement_Agent; ensure they respect boundaries and holes.

Quick Start

Create a parent entity with a Navmesh, add one or more Navmesh_Loop children to define the walkable area, flip loops to carve holes when needed, then use Movement_Agent.set_path_target to move an agent along the navmesh.

Frequently Asked Questions about navmeshes-and-collision

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up a navmesh for NPC pathfinding in a 2D or 3D game world?

To set up a navmesh for pathfinding, create a parent entity with a Navmesh component, add child Navmesh_Loop objects to define the walkable area polygons, and use the Movement_Agent component to drive NPC navigation along the generated mesh.

Can I carve holes inside a walkable navmesh area to handle obstacles?

Yes, you can carve holes inside a walkable navmesh area to handle obstacles by adding a Navmesh_Loop object and using the Flip Inside Out feature, which automatically excludes that polygon region from the parent navmesh's walkable surface.

How do I move an entity to a specific target while respecting movement constraints?

You can move an entity to a specific target while respecting movement constraints by calling the Movement_Agent.set_path_target API, which uses built-in pathfinding, velocity, and friction calculations to navigate the actor along the defined navmesh.

What's the best way to spawn agents on a defined walkable area in game development?

The best way to spawn agents on a defined walkable area is to use the try_find_closest_point_on_navmesh API to locate a valid entry position on the mesh, then initialize the entity with a Movement_Agent component to enable immediate pathfinding behavior.

Do I need to rebuild the navmesh at runtime if the level geometry changes?

Yes, you need to rebuild the navmesh at runtime if the level geometry changes by calling the mark_for_rebuild API, ensuring that the walkable areas and obstacle boundaries are updated to reflect the new spatial constraints for accurate pathfinding.

Why does my NPC movement ignore the defined boundaries of the walkable area?

NPC movement ignoring boundaries typically occurs when the Movement_Agent is not properly locked to the specific navmesh, preventing it from accessing the triangulation data and closest-point queries needed to enforce movement constraints.