godot-genre-stealth

v2026.09.24

Expert blueprint for stealth games (Splinter Cell, Hitman, Dishonored, Thief) covering AI detection systems, vision cones, sound propagation, alert states, light/shadow mechanics, and systemic design. Use when building stealth-action, tactical infiltration, or immersive sim games requiring enemy awareness systems. Keywords vision cone, detection, alert state, sound propagation, light level, systemic AI, gradual detection.

GitHub
Install command
npx skhub add thedivergentai/godot-genre-stealth
Markdown
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.

Optimization & Performance

  • NEVER tightly couple AI to player scripts; strictly use duck-typing (e.g., if body.has_method("get_detected")) so guards can spot decoys or dead bodies without brittle dependencies.
  • NEVER maintain hardcoded arrays to trigger base-wide alarms; strictly add guards to a "guards" group and use get_tree().call_group() for dynamic notification.
  • NEVER use standard Strings for AI state; strictly use StringName (&"alert") for O(1) pointer-level comparisons in high-frequency loops.
  • NEVER bake massive NavigationMeshes synchronously; strictly use use_async_iterations to prevent main thread stalls during runtime bakes.
  • NEVER rely on Node.find_child() during gameplay; strictly use Groups or exported references for O(1) player tracking.
  • NEVER leave CollisionShapes enabled on incapacitated bodies; strictly disable them or move them to a "corpse" layer to prevent pathing interference.

πŸ›  Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. stealth_patterns.gd β€” space-state LoS, cone DOT, hearing helpers
  2. stealth_ai_controller.gd β€” multi-sample rays + RID exclude + path-length hearing
  3. stealth_vision_cone.gd / vision_cone_3d.gd β€” cone authorship

Original Expert Patterns

Modular Components


Core Loop

  1. Hide / move β†’ 2. Vision & light exposure β†’ 3. Sound propagation β†’ 4. Alert escalation β†’ 5. Investigate / escape

Decision Trees

Perception

NeedAction
LoS + exclude self/player RIDsMANDATORY stealth_ai_controller.gd + stealth_patterns.gd
Light-scaled detectionvisibility_manager.gd / light_detector.gd
Hearing through geometryPath-length via NavigationServer (controller) + sound_occlusion_manager.gd

When to load modules

TaskLoad
Guard AI spinepatterns + ai_controller
Author conesvision_cone scripts
Player light gemvisibility + light_detector
Loud world propssound_occlusion_manager

Do not paste long vision/alert/ability tutorials into the skill body β€” keep decision trees here and implement from scripts.

Skill Chain

PhaseSkillsPurpose
1. Physicsgodot-raycasting-queriesSpace-state LoS
2. Navgodot-navigation-pathfindingInvestigate / path hearing
3. AIgodot-state-machine-advancedIDLE→ALERT FSM
4. Audiogodot-audio-systemsAI_Audible buses
5. Balancegodot-monte-carlo-balancerDetection thresholds

Common Pitfalls

PitfallSolution
RayCast3D per guardMulti-sample intersect_ray + RID exclude
distance_to hearingNavigation path length
Off-screen CPUVisibleOnScreenNotifier suspend

Deep recipes (on demand)

TopicReference / script
Design pillarsdesign-principles.md
Vision / sound / lightai-detection-system.md + stealth_ai_controller.gd
Alert FSM & UI feedbackalert-states.md + visibility_manager.gd
Player tools (lean, gadgets)player-abilities.md
Cover & encounter layoutlevel-design.md
UI communicationui-communication.md

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain β€” do not preload the whole lattice.

Official Documentation

  • Ray-casting β€” Node casts vs PhysicsDirectSpaceState3D.intersect_ray() for many AI LoS checks without RayCast3D spam.
  • Physics introduction β€” collision layers/masks that filter vision rays, hearing spheres, and corpse layers.
  • PhysicsDirectSpaceState3D β€” nodeless intersect_ray / intersect_shape contracts for composite vision and cover verification.
  • PhysicsRayQueryParameters3D β€” mask, exclude RIDs, and collide flags so guards never self-block LoS queries.
  • Lights and shadows β€” Omni/Spot energy and shadows that drive light-gem exposure and shadow-layer hiding.
  • Audio buses β€” dedicated AI-audible buses so loud footsteps/impacts route into hearing systems.
  • Navigation introduction (3D) β€” regions, agents, and async bake for patrols and investigate paths.
  • Using navigation paths β€” path length as wall-aware sound travel instead of raw distance_to().
  • NavigationServer3D β€” map_get_path, random cover points, and avoidance masks for investigating guards.
  • Groups β€” guards / player / lights groups and call_group for base-wide alarms without hardcoded arrays.
  • VisibleOnScreenNotifier3D β€” pause heavy detection when off-screen so distant AI do not burn the physics budget.
  • Screen-reading shaders β€” hint_screen_texture vision-cone feedback overlays (not Godot 3 SCREEN_TEXTURE).

Related Skills

Prerequisites

  • godot-project-foundations β€” scene tree, groups, and import/project setup before wiring guards, lights, and player sample points.
  • godot-physics-3d β€” CharacterBody3D, layers/masks, and collision shapes that vision rays and hearing volumes must hit honestly.
  • godot-raycasting-queries β€” PhysicsServer query parameters, RID excludes, and multi-sample LoS recipes this genre depends on every frame.

Complements

  • godot-navigation-pathfinding β€” NavigationAgent patrols, investigate targets, and path-length hearing that respects walls.
  • godot-ai-navigation β€” FOV sensors and perception stacks that feed suspicion/alert state machines.
  • godot-audio-systems β€” 3D streams and bus layouts for AI-audible noise without coupling to player SFX buses.
  • godot-3d-lighting β€” light energy, shadows, and probe setups that make light-level detection fair and readable.
  • godot-state-machine-advanced β€” StringName IDLE/SUSPICIOUS/ALERTED/COMBAT machines instead of ad-hoc string compares.
  • godot-signal-architecture β€” alert_state_changed and detection-meter signals that keep UI, barks, and AI decoupled.
  • godot-shaders-basics β€” screen-space cone tint and outline feedback so players always see why they were spotted.
  • godot-camera-systems β€” lean/peek and frustum-driven VisibleOnScreenNotifier suspend for off-screen guard budgets.
  • godot-monte-carlo-balancer β€” simulate detection rates, FOV ranges, hearing falloff, and forgiveness windows before shipping difficulty.

Downstream / consumers

  • godot-genre-horror β€” stalker cones, hiding spots, and suspicion meters that reuse sensory AI patterns.
  • godot-combat-system β€” lethal escalation and takedown windows once ALERTED/COMBAT breaks the stealth loop.

Master

  • godot-master β€” library router and mirrored module entry for cross-skill discovery.
Discovery
Tags

No tags published for this skill.

Version
Latest version metadata

Version

v2026.09.24

Published

Sep 24, 2026

Category

Uncategorized

License

LGPL-3.0

Source path

skills/godot-genre-stealth

Default branch

main

Latest commit

4c4d0ff

Tree SHA

4df5616