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SKILL verified MIT Self-run

Traversal System

skill-firzus-agent-skills-traversal-system · by Firzus

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Install

$ agentstack add skill-firzus-agent-skills-traversal-system

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Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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Reliability & compatibility

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Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Traversal System

Build the traversal layer above character-controller. traversal-system owns affordance discovery, authored world facts, candidate scoring, verb and cost policy, progression valves, and the stamina economy. character-controller owns Mover modes, collision, replay, final displacement, and Movement Outcome; it consumes typed Traversal Request and authorized Traversal Lease data. A traversal or gameplay-resource authority owns persistent stamina and commits confirmed consumption. mount-system owns creature-mount lifecycle, control handoff, and movement. References: BotW/TotK and Genshin (the systemic-climbing school), broadened with the parkour/momentum tradition (Mirror's Edge, Titanfall 2, Spider-Man) and vehicle traversal design (Death Stranding, TotK, Sea of Thieves).

The architecture rule

Traversal is a dialogue between world markup and player verbs.

WORLD SIDE   climbable-by-default markup (BotW) OR authored+telegraphed routes
             (parkour); runtime shape-sweep probing; volumes (water/updraft/
             current/ladder); anchors; readability cues
VERB SIDE    composable modules (the Capabilities pattern); each declares its
             required world facts, immutable request, optional lease, costs,
             presentation, interrupt policy, and expected outcomes
EXECUTION    `character-controller` revalidates the active contact and resolves
             modes/influences through Mover; traversal consumes the outcome
VEHICLES    terrain gating, build-your-own, multi-crew; world-authored mount
            restrictions are facts consumed by `mount-system`
ECONOMY      stamina (spend/deplete) OR momentum (accumulate/protect) as the
             governor; the anti-trivialization valves

Verbs submit an immutable Traversal Request and, when required, an authorized Traversal Lease. The controller revalidates the active contact, resolves movement through Mover, and returns a Movement Outcome. Traversal never calls movement-mode setters or writes velocity or transforms.

The two economies (the headline contrast)

  • Systemic-climbing (BotW/Genshin): stamina is a resource you **spend and

deplete**; an unaffordable cliff is impassable for now; the wall is economic, not an invisible barrier. Climb-everything removes the readability problem (every surface is an affordance) at the cost of route-reading skill.

  • Parkour/momentum (Mirror's Edge/Titanfall 2): speed is a resource you

accumulate and protect; momentum is the "fuel" (loss felt as a slowdown, not a bar); geometry is authored, telegraphed, and exclusive, making route-reading itself the skill. The recurring fault line is automation ↔ expression — AC's "press up to win" backlash vs Mirror's Edge's losable manual inputs.

These reward opposite player behaviors — pick a school deliberately, or blend knowingly (Dying Light's "Natural Movement" is climb-anything in first-person, at the cost of breaking level-design smoke-and-mirrors).

Reference map

| File | Covers | | --- | --- | | [world-data.md](./world-data.md) | Climbable-by-default markup (the BotW inversion), runtime surface probing, volumes, anchors, guidance without walls, AND readability/telegraphing (Runner Vision, the yellow=climbable convention, the freedom-vs-authored-route tension) | | [verbs.md](./verbs.md) | The verb declaration contract, climbing/glide/swim/grapple deep dives, AND the parkour/momentum verbs (wall-run, free-running, web-swinging, the automation-vs-expression axis, coyote-time/buffering for flow) | | [implementation.md](./implementation.md) | Mantle/vault/climb detection, candidate construction, warping/IK presentation requirements, wall-run/grapple models, and the Mover request/outcome seam | | [vehicles.md](./vehicles.md) | Mechanical vehicles as traversal: terrain-gated transport, build-your-own physics, and multi-crew traversal design; runtime implementation belongs in a future vehicle-system | | [economy.md](./economy.md) | Stamina as the governor (upgrade curves, consumables, regional pools), the climb→glide loop, and the design valves against endgame trivialization | | [pitfalls.md](./pitfalls.md) | 14 failure modes (symptom → cause → prevention) with debugging order and ship checklist |

Build order (4 shippable tiers)

Tier 1 — Climb/parkour the world
- [ ] Surface markup channel (climbable-by-default + authored no-climb) with a
      DEBUG VISUALIZATION, OR authored+telegraphed parkour routes
- [ ] Surface prober: shape sweep + refinement → stable climb frame; hysteresis
- [ ] Climb/parkour discovery plus a typed request/outcome round trip with
      `character-controller`
- [ ] Mantle/vault: the GDC windows + the trace cascade
Tier 2 — The air/momentum loop
- [ ] Glide + dive (stamina school) OR wall-run + momentum chaining (parkour)
- [ ] Verb transition buffering (coyote-time, jump buffer, refractory)
- [ ] Terminal stamina policy / momentum-loss feedback
- [ ] Per-verb camera presets
Tier 3 — Water, anchors, regions, grapple
- [ ] Swim/dive; grapple/swing through the controller's Mover-owned collision path
- [ ] Regional verb granting; IK visual layer (warp first, IK polishes)
Tier 4 — World integration, vehicles, polish
- [ ] World-authored mount restrictions/candidates expose typed facts to
      `mount-system`; traversal never executes mount lifecycle
- [ ] Vehicles / build-your-own if used; multi-crew if co-op
- [ ] Assist ladder in settings; streaming + save guards

Key numbers (starting points — the strongest anchors)

| Parameter | Value | Anchor | | --- | --- | --- | | Vault / mantle windows | 0.4–0.8× / 0.8–1.4× character height; detect ≤2.5× bbox | GDC 2012 (Splash Damage) | | Coyote time / jump buffer | ~80–150 ms (often coded 0.1 s) — flow enablers | tutorials (approx) | | Titanfall 2 momentum | acrobatic chaining ~30 mph (~2× sprint); wall-run speed rises over time | dev (ceiling) | | BotW wheel economics | ~20–25 s climb / ~40–45 s glide per wheel; 4 orbs × 10 vessels | community | | GASP detection | trace cascade → Chooser Table → Motion Warping (UE5.4+) | Epic |

Full sourced tables (with flagged "do-not-invent" gaps) in each reference file.

Engine mapping (summary)

| Generic block | Unity 6 | UE5 (5.4+) | | --- | --- | --- | | Movement base | Kinematic Character Controller + custom states | character-controller: project-owned Mover modes/layered moves on Network Prediction; no CMC fallback | | Mantle detection | CapsuleCast/SphereCast cascade | trace cascade → GASP TryTraversalAction | | Align anim→geometry | Animator.MatchTarget + Animation Rigging | Motion Warping (AddOrUpdateWarpTarget*, Skew Warp) | | Limb IK | Animation Rigging TwoBoneIKConstraint | Control Rig FBIK, Foot Placement | | Wall-run/grapple | custom state + Verlet/distance constraint | Typed Traversal Request → verified Mover mode/layered move and collision path; Cable Component for rope presentation |

Full detail in [implementation.md](./implementation.md).

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.