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ForgeAXForgeAX/forgeax-engine/skills/forgeax-engine-navigation/SKILL.md

forgeax-engine-navigation

Skill70 starsChanged 18 days agoApache-2.0View on GitHub

ForgeAX bounded graph/grid and static NavMesh navigation. Use when baking ground clearance, projecting routes, avoiding nearby characters, or following paths through physics.

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use the Navigation contract for capsule scale, KCC offset, fixed ordering, asset freshness and limits.

    line 23
  2. Distinctive:

    Run package tests and the contract's geometry, Catalog, real KCC, browser/Worker and performance recipes.

    line 29

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

forgeax-engine-navigation

NeedEntry
Authored network or weighted tile gridcreateNavigationGraph / createNavigationGrid; query findPath with an expansion budget
Static finite-size ground navigationBuild selected indexed Mesh/world placement through @forgeax/engine/import/navigation-bake; return the POD as an ordinary Pack output
Fixed world-space surface queryLoad navigation-mesh, pass assets.read(handle) to createNavigationMesh, then project / ground / findPath with explicit limits; this copied query remains fixed
Physical characterInstall physics3d and navigationCharacterPlugin(handle) using the managed asset from world.assets; release the caller reference after installation; author NavigationCharacter + kinematic capsule; assign setNavigationTarget
Local point followingNavigationAgent, navigationPlugin, setNavigationPath; local Transform coordinates and speed
Bounded nearby-agent intentsolveNavigationAvoidance; consume actual velocity and inspect saturation; optional candidate admission must remain bounded
Runtime navigation editsassets.update / replace revises polygon/settings content; actual queries and motor steps adopt once per changed active version; old routes cancel before motion even when sourceDigest stays unchanged
Pause / cancel / replacementIdle/following toggles; empty setNavigationPath; setNavigationMesh(world, handle).unwrap() followed by explicit retarget

A route supplies movement intent. navigationPlugin point following writes Transform directly and performs no collision resolution. For a solid actor, use the physical-character entry and size its collider and baked clearance from the actor's complete footprint, including scale and turning. Custom grid queries must enforce the same body clearance; a free centre cell does not prove the body fits. Geometry edits require updated collision geometry and navigation content through their owners; updating a rendered mesh alone updates neither.

Use the Navigation contract for capsule scale, KCC offset, fixed ordering, asset freshness and limits. Observe actual displacement and blocked state; a congested local solver is not a traffic scheduler. Physical controllers are excluded from the point follower. Invalid/unreachable/budget results never prove arrival. Rebuild a faulted World through its owning App recovery route.

Run package tests and the contract's geometry, Catalog, real KCC, browser/Worker and performance recipes. For unexplained visible output, capture the real frame through RHI Debug before editing shaders/materials.

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