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Reviews Godot navigation implementation for known pitfalls. Triggers AFTER implementation, when code involves NavigationAgent2D, NavigationAgent3D, NavigationRegion2D, NavigationRegion3D, NavigationLink2D, NavigationLink3D, NavigationObstacle2D, NavigationObstacle3D, target_position, TargetPosition, avoidance_enabled, bake_navigation_polygon, navigation_layers, velocity_computed, safe_velocity, is_navigation_finished.
Passed 19 of 22 test cases with the skill, and 18 of 22 without it.
1 fixed18 passed either way3 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
Review a script where agent.target_position is set and agent.get_next_path_position() is queried immediately in the same line without waiting for physics frame synchronization.
| Checked | Without skill | With skill |
|---|---|---|
| Cites a specific gotcha identifier when reporting the frame synchronization issue | Missed | Passed |
The instructions your model reads when the skill loads.
Post-implementation reviewer for Godot navigation code. Checks against known gotchas that LLMs consistently get wrong.
After navigation-related code is written or modified. Look for:
target_position / TargetPosition assignmentavoidance_enabled, velocity_computed, safe_velocitybake_navigation_polygon(), navigation_layersis_navigation_finished(), get_next_path_position()gotchas.mdchecklist.md static checks for automated verificationWhen you need specific API details, delegate to the godot-api skill.
test cases passed, vs 18 / 22 without
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