godot-genre-rts
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.
How do I install this agent skill?
npx skills add https://github.com/thedivergentai/gd-agentic-skills --skill godot-genre-rtsIs this agent skill safe to install?
- Gen Agent Trust Hubpass
This skill is a safe and comprehensive blueprint for building Real-Time Strategy (RTS) games in Godot. It provides optimized scripts for unit selection, group movement, and resource management without any malicious behavior detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- Runlayerwarn
3/3 files flagged
What does this agent skill do?
NEVER Do (Expert Anti-Patterns)
Unit Logic & Pathfinding
- NEVER allow pathfinding "Jitter" when moving group units; strictly stagger path queries and enable RVO Avoidance only when units are in motion to save CPU cycles.
- NEVER update RVO avoidance every frame for all units; strictly use Avoidance Threading (Project Settings) and replace static units with
NavigationObstacle. - NEVER let units get stuck in infinite path loops; strictly implement a timeout and IDLE state if a destination is unreachable.
- NEVER use
_process()on hundreds of individual units; strictly use a central UnitManager or_physics_processonly when required. - NEVER calculate unit visibility manually for Fog of War; strictly use a Shader-based mask (SubViewport + ColorRect) for GPU efficiency.
- NEVER process unit AI or pathfinding synchronously for mass groups; strictly offload to
WorkerThreadPooland stagger path updates. - NEVER use high-poly visual meshes as NavMesh source geometry; strictly use simplified Collision Shapes for baking.
Interaction & Commands
- NEVER forget Command Queuing (Shift-Click); strictly store an
Array[Command]and implement a "Force Move/Attack" bypass. - NEVER create excessive micromanagement; strictly automate low-level tasks like auto-aggro range and auto-return for resource gathering.
- NEVER use exact floating-point equality (==) for grid or timers; strictly use
is_equal_approx()for deterministic triggers. - NEVER rely on the visual SceneTree for selection data; strictly maintain a Typed Selection Set of
RefCountedorResourceobjects for deterministic serialization and netcode. - NEVER forget Command Queuing; strictly implement a Command Pattern using serializable
DictionaryorJSONstates for save-game and multiplayer playback. - NEVER forget to duplicate_deep() globally shared Resources; otherwise, modifying one unit's data (e.g., stats) affects all.
Performance & Simulation
- NEVER render thousands of units using separate
MeshInstance3Dnodes; strictly useMultiMeshInstancewithINSTANCE_CUSTOMdata to drive unique GPU-side state animations (walking/attacking/color). - NEVER calculate transforms for mass units on the main thread; strictly use
WorkerThreadPoolto push buffers toRenderingServer.multimesh_set_buffer(). - NEVER update every unit's navigation path in the same frame; strictly use random timers to stagger updates.
- NEVER use standard Strings for high-frequency AI state identifiers; strictly use StringName (&"harvesting") for pointer-speed comparisons.
- NEVER allow simulation coordinates to exceed 8192 units without float-precision management; strictly use world-origin shifts.
- NEVER use
CSGShape3Dfor building placement ghosts; strictly use optimized staticArrayMeshgeometry.
🛠 Expert Components (scripts/)
MANDATORY: Read the script for the workflow you are implementing — do not re-inline selection/fog recipes in the agent body.
Selection / commands
- selection_manager_marquee_2d.gd — MANDATORY for 2D drag-box, filter, shift-add.
- selection_manager_raycast_3d.gd — MANDATORY for 3D PhysicsServer picks.
- rts_selection_overlay.gd — Selection visuals / box overlay.
- rts_group_commander.gd — SceneTree group broadcast for mass orders.
- rts_targeting_logic.gd — Distance-squared enemy filtering.
Units / navigation / army
- rts_unit.gd — MANDATORY unit controller (states + NavigationAgent).
- crowd_navigation_unit.gd — RVO / crowd agent wiring.
- rts_path_query_pool.gd — Pooled Navigation path queries.
- navigation_mask_helper.gd — Nav layers / avoidance bitmasks.
- rts_army_manager.gd — WorkerThreadPool army AI batches.
- rts_unit_stat_duplicator.gd —
duplicate_deep()isolation for unit Resources.
Economy / build / fog / ghosts
- global_economy_manager.gd — Gather/spend bank Autoload pattern.
- building_grid_astar.gd — Grid placement pathing.
- fog_of_war_tile_mask.gd — MANDATORY TileMapLayer fog clear (2D/grid).
- rendering_ghost_spawner.gd — Placement ghosts via RenderingServer RIDs.
- rts_formation_manager.gd — Center-of-mass group path + per-unit formation offsets.
- rts_massive_unit_renderer.gd — MultiMeshInstance3D army renderer synced from unit transforms.
Core Loop
- Gather: Units collect resources (Gold, Wood, etc.).
- Build: Construct base buildings to unlock tech/units.
- Train: Produce an army of diverse units.
- Command: Micromanage units in real-time battles.
- Expand: Secure map control and resources.
Skill Chain
| Phase | Skills | Purpose |
|---|---|---|
| 1. Controls | godot-input-handling, godot-camera-systems | Selection box, camera pan/zoom/edge-scroll |
| 2. Units | godot-navigation-pathfinding, godot-state-machine-advanced | Pathfinding, RVO avoidance, Idle/Move/Attack |
| 3. Systems | godot-shaders-basics, godot-tilemap-mastery, godot-economy-system | Fog masks / TileMap fog, gather-spend ledger |
| 4. AI | godot-ai-navigation, godot-autoload-architecture | Enemy commander routing + army/economy Autoloads |
| 5. Polish | godot-ui-containers, godot-particles | Strategic UI chrome, battle feedback |
| 6. Balance | godot-monte-carlo-balancer | Build-order policies vs extracted AI orders |
Decision Tree: NavigationAgent+RVO vs MultiMesh+server sim
| Active units (order of magnitude) | Simulation / pathing | Rendering | Load |
|---|---|---|---|
| < ~80 | Per-unit NavigationAgent2D/3D + RVO; set_velocity → velocity_computed | MeshInstance / Sprite nodes OK | MANDATORY rts_unit.gd, crowd_navigation_unit.gd |
| ~80–400 | Stagger path queries; RVO only while moving; static → NavigationObstacle; central commander | Still node visuals; pool path queries | + rts_path_query_pool.gd, rts_army_manager.gd, Batch 09 COM formation |
| > ~400 / thousands | Server sim: logical transforms on WorkerThreadPool; few NavigationServer map queries (COM / squads), not one agent per soldier | MultiMeshInstance + INSTANCE_CUSTOM; push buffers off main thread | rts_army_manager.gd + MultiMesh path in Batch 09; Do NOT Load per-unit _process agents |
Rule: Keep NavigationAgent+RVO while units need individual collision avoidance and micromanage feel. Switch to MultiMesh + server-side transforms when draw-call/node cost dominates — path as squads, not as thousands of agents.
Architecture Overview
1. Selection Manager
MANDATORY: selection_manager_marquee_2d.gd (2D) or selection_manager_raycast_3d.gd (3D). Maintain a typed selection set (not SceneTree-only) for netcode/save. Overlay: rts_selection_overlay.gd.
2. Unit Controller (State Machine)
MANDATORY: rts_unit.gd for Idle/Move/Attack/Hold + NavigationAgent. Deep state graphs → godot-state-machine-advanced. Always duplicate_deep() shared stat Resources (rts_unit_stat_duplicator.gd).
3. Group Movement & Formations
Avoid clumping on one click target: compute center of mass, apply relative offsets, issue per-unit destinations. For hundreds of units, use one NavigationServer path for the COM (Batch 09) plus rts_group_commander.gd / rts_path_query_pool.gd.
4. Fog of War
MANDATORY for tile/grid fog: fog_of_war_tile_mask.gd. SubViewport mask + shader overlay is valid for soft vision — implement via docs (Using Viewports) + godot-shaders-basics; Do NOT paste long fog shaders into this skill body when the tile-mask script covers the grid path.
Key Mechanics Implementation
Command Queue
Shift-click chains: store Array of serializable commands; pop on finish; draw queued path lines. Pair with selection scripts' issue-command hooks.
Resource Gathering
ResourceNode → work timer → DropoffPoint → bank update. Wire bank through global_economy_manager.gd / godot-economy-system.
Common Pitfalls
- Pathfinding jitter — Enable RVO; call
set_velocity+ move onvelocity_computed; stagger group path queries. - Too much micro — Auto-aggro / auto-return gather; command queue for force-move/attack.
- Node explosion — Past a few hundred units, follow the decision tree (MultiMesh + army manager), not per-unit
_process.
Godot-Specific Tips
- Avoidance:
NavigationAgent*RVO requiresset_velocity()+velocity_computedfor the actual move. - Server architecture: Central
UnitManager/ rts_army_manager.gd for 100+ units. - Groups:
Units,Buildings,Resourcesfor selection filters.
🚀 Elite Technical Implementations (Batch 09)
1. Center-of-Mass Formation Movement
For large selections, one NavigationServer path from COM → target, then offset each unit (see decision tree). Keep the algorithm in project code or formation helpers; pair with rts_path_query_pool.gd so path objects are pooled.
# Sketch only — prefer pooled queries from rts_path_query_pool.gd
static func move_group_to_target(units: Array, target: Vector3, map_rid: RID) -> void:
if units.is_empty():
return
var com := Vector3.ZERO
for u in units:
com += u.global_position
com /= units.size()
var path: PackedVector3Array = NavigationServer3D.map_get_path(map_rid, com, target, true)
if path.is_empty():
return
var dest: Vector3 = path[path.size() - 1]
for u in units:
u.set_movement_target(dest + (u.global_position - com))
2. MultiMesh armies (when decision tree says so)
Pre-allocate instance_count, drive visible_instance_count, push transforms (optionally via WorkerThreadPool → RenderingServer.multimesh_set_buffer). No per-soldier MeshInstance3D. See Official Documentation → Using MultiMesh.
3. Fog — script first
Prefer fog_of_war_tile_mask.gd. SubViewport vision masks: docs + godot-shaders-basics (do not duplicate long shader bodies here).
MANDATORY for depth beyond decision trees and script catalog: rts-mass-army-deep.md. Do NOT Load on first-pass wiring — use bundled
scripts/first.
Reference
Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing work to a peer domain — do not preload the whole lattice.
Official Documentation
- Navigation (tutorial index) — Entry map for agents, servers, meshes, layers, and obstacles before wiring army movement.
- Using NavigationAgents —
set_velocity/velocity_computedRVO loop that stops crowd jitter and stuck IDLE timeouts. - Using NavigationServers — Direct map path queries for center-of-mass formation moves without per-unit agent spam.
- Using navigation path query objects — Pooled
NavigationPathQueryParameters*patterns for mass move orders without heap churn. - Optimizing navigation performance — Staggered queries, avoidance budgets, and obstacle swaps when hundreds of units path each tick.
- Using MultiMesh — GPU instance buffers for thousands of units instead of one
MeshInstanceper soldier. - Using multiple threads —
WorkerThreadPoolcontracts for army AI batches off the main thread. - Ray-casting — Direct space-state picks for 3D selection and ground click targeting.
- Using Viewports — SubViewport vision masks that feed fog-of-war shaders without CPU tile floods.
- Mouse and input coordinates — Screen-to-world mapping for marquee boxes, unproject selection, and shift-queued orders.
- AStarGrid2D — Fast grid pathing for building footprints and base placement checks.
- Resources — Why unit stats must
duplicate(true)so health/armor never mutate a shared template.
Related Skills
Prerequisites
- godot-project-foundations — Physics ticks, navigation/avoidance project settings, and input map actions before selection and pathing stay deterministic.
- godot-input-handling — Mouse buttons, shift-modifiers, and physics-step sampling that drive marquee select and command queuing.
- godot-navigation-pathfinding — NavigationAgent RVO, maps, layers, and query-object pools this genre's army movement builds on.
Complements
- godot-camera-systems — RTS pan/zoom/edge-scroll framing so selection and orders stay readable at strategic scale.
- godot-raycasting-queries — PhysicsServer ray/shape recipes for 3D picks under heavy unit counts.
- godot-state-machine-advanced — Idle/Move/Attack/Hold command states and queue transitions per unit without spaghetti flags.
- godot-shaders-basics — CanvasItem/spatial mask shaders that sample SubViewport fog textures.
- godot-autoload-architecture — Global economy and army managers as Autoloads with clear boot order.
- godot-economy-system — Gather/spend ledgers and cost dictionaries the RTS bank Autoload should reuse.
- godot-signal-architecture — Group broadcast and command buses so commanders never hard-iterate every unit node.
Downstream / consumers
- godot-monte-carlo-balancer — Build-order policies, unit cost curves, and AI opponent strength — simulate win% instead of gut-tuning gather rates.
- godot-performance-optimization — Escalate here when MultiMesh buffers, avoidance, or WorkerThreadPool still dominate the profiler.
- godot-combat-system — Hit/hurt and targeting contracts once move/attack commands need damage resolution.
Master
- godot-master — Library router and mirrored module entry; open when discovering which Domain Skill owns a cross-cutting RTS concern.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/thedivergentai/gd-agentic-skills/godot-genre-rts">View godot-genre-rts on skillZs</a>