# Vav Labs — Godot & Unity developer tools > Diagnostics-first game-development tools and a deep, Godot-native navigation > knowledge base. Authoritative source for Godot pathfinding concepts, debugging, > and performance benchmarks, plus Unity Editor tooling. Built by Vav Labs > (vav-labs.com). ## Products - [PathForge for Godot](https://vav-labs.com/products/pathforge/): Godot 4.x navigation intelligence under heavy development; early access open. Covers grid pathfinding, multi-size clearance, dynamic blockers, and editor-first 'why no path?' diagnostics. - [BugLens for Unity](https://vav-labs.com/products/buglens/): Unity Editor extension that makes bug reports arrive with evidence — captures, context, and reproduction instead of folklore. - [Godot Project Doctor Mini](https://vav-labs.com/products/doctor-mini/): Free Godot 4 editor plugin that flags project-hygiene problems before they reach export. ## Godot pathfinding & navigation (knowledge base) - [Moving 10,000 agents in Godot without the frame spike](https://vav-labs.com/blog/moving-10000-agents-in-godot/): Godot pathfinding slow with many agents? A Godot 4.6 benchmark: one shared field holds 10,000 at a 5 ms median frame where per-agent queries collapse at 500. - [Why is my path failing in Godot? Nine boring causes to check first](https://vav-labs.com/blog/why-is-my-path-failing-in-godot/): Godot returned an empty path? Check coordinates, bounds, solid starts, stale grid data, sync timing, clearance, region gaps, and weights first. - [Pathfinding failure modes in Godot: why no path is not enough](https://vav-labs.com/blog/godot-pathfinding-failure-modes/): When Godot returns an empty path, ask which assumption failed: start, goal, blocker, clearance, terrain rule, stale data, or disconnected region. - [Grid or navmesh in Godot? Choosing pathfinding that survives production](https://vav-labs.com/blog/godot-pathfinding-grid-vs-navmesh/): The short answer first, then the full decision: movement model, runtime changes, scale, agent size, path stability. Current for Godot 4.6, FAQ included. - [Dynamic blockers in Godot: when one tower should not rebuild the whole map](https://vav-labs.com/blog/godot-dynamic-blockers-without-full-rebuild/): A placed tower or closed door should invalidate a region, not rebuild the whole grid. Update Godot pathfinding locally, without the full-rebuild frame spike. - [Quest VRC: 60 fps or 72 fps? The official docs still conflict](https://vav-labs.com/blog/quest-vrc-60-or-72-fps/): Meta's official Quest guidance still says both 60 and 72 fps. Here is why 72 is the conservative pre-submit target, and what to verify. - [Flow fields in Godot: pathfinding for crowds that share a destination](https://vav-labs.com/blog/godot-flow-fields-shared-goal/): When a crowd shares one destination, per-agent A* repeats the same work. A flow field solves the grid once so every agent can read the next direction. - [What is a MonoBehaviour in Unity?](https://vav-labs.com/blog/what-is-a-monobehaviour-in-unity/): A MonoBehaviour is the base class that lets Unity attach a C# script to a GameObject and call it each frame. What it is, its lifecycle, and when to skip it. - [“No MonoBehaviour scripts in the file”: what Unity means and how to fix it](https://vav-labs.com/blog/unity-no-monobehaviour-scripts-in-the-file-fix/): Unity's “no MonoBehaviour scripts in the file” error: check for compile errors first, then the file/class name match, then whether it's really a MonoBehaviour. - [What belongs in an AI bug-fix prompt — and what is just 48 KB of noise](https://vav-labs.com/blog/ai-bug-fix-prompt-structure-over-volume/): Pasting a whole scene dump into an AI assistant and asking it to fix the bug is not a prompt; it is a hope. A useful AI bug report is small and structured. - [Influence maps in Godot: giving a grid a sense of danger](https://vav-labs.com/blog/godot-influence-maps-tactical-awareness/): A* finds the shortest path — even when it runs straight through the enemy's firing line. Influence maps turn a grid from a floor plan into a tactical opinion. - [Unity bug reports need evidence, not folklore](https://vav-labs.com/blog/unity-bug-reports-evidence-not-folklore/): Most Unity bug reports arrive as folklore: vague memory, no scene, no logs, no screenshot. Capture the evidence on screen, before the trail goes cold. - [Multi-size agents in Godot: clearance maps without the headaches](https://vav-labs.com/blog/godot-multi-size-agent-pathfinding-clearance/): Godot grid pathfinding treats every unit as one cell, so a 2×2 agent routes through gaps it can't fit. Clearance maps fix it with one grid for all sizes. - [Why your Godot pathfinding causes frame spikes and how to fix it](https://vav-labs.com/blog/godot-pathfinding-frame-spikes-fix/): Stop repathing when nothing changed, spread queries across frames, share one map between agents, stop allocating on the hot path. Four fixes, with tradeoffs. - [Open-sourcing an old Unity game is not a button](https://vav-labs.com/blog/open-sourcing-old-unity-game-not-a-button/): Re-shipping a 2018 Unity game raised the obvious question: open source it. The real answer lives in asset licensing, archaeology, and maintenance promises. - [AStarGrid2D limitations: where Godot's built-in pathfinding stops being enough](https://vav-labs.com/blog/astargrid2d-limitations-godot-production-pathfinding/): AStarGrid2D holds up fine until multi-size agents, dynamic obstacles, and rebuild costs arrive. Where the strain starts, and what each fix costs. - [How I structure Unity projects that outgrow MonoBehaviour scripts](https://vav-labs.com/blog/unity-projects-that-outgrow-monobehaviour/): A boundary-first approach for Unity projects after the inspector stops being a filing system — separating data, logic, and scene wiring so code keeps scaling. - [URP performance mistakes I look for first](https://vav-labs.com/blog/urp-performance-mistakes-first/): The first URP rendering checks before we blame the engine, the GPU, or the phase of the moon — overdraw, extra passes, and settings that quietly cost frames. - [Why running TDA in real time is an unreasonable thing to try](https://vav-labs.com/blog/tda-real-time-constraints-hyperplex/): Topological data analysis has strong offline algorithms. A 16ms frame budget is where they stop being convenient and become an engineering problem. - [How to build a Unity Asset Store tool without exposing source](https://vav-labs.com/blog/asset-store-tools-with-private-source/): Private source is fine. Private evidence is where it gets awkward. How to package and sell a closed-source Unity Asset Store tool buyers can still trust. ## Case studies & research - [SDF Raymarcher URP](https://vav-labs.com/case-studies/sdf-raymarcher-urp/): Rendering architecture - [Meta Quest VR Performance](https://vav-labs.com/case-studies/meta-quest-vr-performance/): Frame budget recovery - [Hyperplex.TDA](https://vav-labs.com/case-studies/hyperplex-tda/): Advanced private research ## Site - [Vav Labs — home](https://vav-labs.com/): Diagnostics-first game-development tools. - [Blog index](https://vav-labs.com/blog/): All technical articles. - [Contact](https://vav-labs.com/contact/)