godot-genre-stealth

Installation
SKILL.md

NEVER Do (Expert Anti-Patterns)

Detection & Awareness

  • NEVER use binary "Seen/Not Seen" detection; strictly use a Gradual Detection Meter (0-100%) that builds based on distance, light level, and speed.
  • NEVER use standard RayCast3D nodes for massive amounts of vision checks; strictly use PhysicsDirectSpaceState3D.intersect_ray() to query the PhysicsServer instantly and nodelessly.
  • NEVER allow AI to see through solid geometry; strictly use raycasts between AI eyes and player sample points (Head/Torso/Feet).
  • NEVER use a single sample point for visibility; strictly sample at least 3 points (Head, Torso, Feet) to prevent detection bugs when partially in cover.
  • NEVER use static "Guard Paths"; strictly implement Dynamic Investigating where guards leave their route to check on suspicious sounds/activities.
  • NEVER trigger "Detection" immediately upon line-of-sight; strictly use a Detection Meter with a decay rate to provide a "forgiveness window" for the player to recover.
  • NEVER assume a random navmesh point is safe; strictly verify cover points by Raycasting toward the Threat to ensure geometry successfully breaks the line of sight.
  • NEVER forget to pass the guard's own RID into the raycast exclude array; if omitted, the ray will hit the guard's own body, causing false blocking.
  • NEVER run complex AI detection for off-screen guards; strictly use VisibleOnScreenNotifier3D to pause heavy logic for distant enemies.

Systemic & World Logic

  • NEVER use a simple distance_to() check for hearing; strictly calculate sound travel along the Navigation Path to determine if a wall blocks noise.
  • NEVER make combat as viable as stealth; strictly ensure "going loud" triggers intense reinforcements or high-lethality states to preserve the stealth loop.
  • NEVER hide the "Why" of detection; strictly provide immediate feedback via UI icons (?, !) or audio barks ("What was that?").
  • NEVER ignore the return value of intersect_ray(); strictly check is_empty() first to prevent runtime crashes.
  • NEVER assume a raycast won't hit the guard itself; strictly exclude the guard's RID from Query Parameters.
Installs
176
GitHub Stars
600
First Seen
Feb 10, 2026
godot-genre-stealth — thedivergentai/gd-agentic-skills