MCPInstall

unity-navmesh

Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads unity-navmesh automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·The skill provides safe documentation and C# code patterns for implementing AI navigation in Unity 6.3 LTS using the AI Navigation package. No security risks or malicious behaviors were detected.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

Unity NavMesh (AI Navigation)

Give NPCs pathfinding in Unity 6.3 LTS: bake walkable surfaces and move agents around obstacles. Targets Unity 6.3 LTS (6000.3) with the AI Navigation package 2.0 (2.0.16 at last check).

Version trap (Unity 2022+/6): the old built-in Navigation window (Object/Bake tabs, "Navigation Static" flag) is gone. The package's Window → AI → Navigation only holds the Agents and Areas tabs. Baking is now component-based via the AI Navigation package (com.unity.ai.navigation): add a NavMeshSurface to your level geometry and click Bake. The runtime NavMeshAgent/NavMesh API stays in built-in UnityEngine.AI.

When to use

  • Use when an agent needs to walk/chase/patrol to a target, when baking a navigable surface, adding dynamic blockers (NavMeshObstacle), or checking whether a destination is reachable.
  • Use when the project has the AI Navigation package, a NavMeshSurface component, or scripts using UnityEngine.AI.NavMeshAgent.

When not to use: the decision logic of when/where to move (FSMs, behaviour trees, steering) → game-ai (this skill is the Unity movement/pathing mechanism). Force-driven or kinematic movement that isn't pathfinding → unity-physics.

Core workflow

  1. Install the AI Navigation package (Package Manager → com.unity.ai.navigation).
  2. Bake a surface: select the static level geometry, Add Component → Navigation → NavMesh Surface, set the agent type/area settings, and click Bake. Re-bake whenever geometry, NavMeshModifiers, or agent settings change. Agent types (radius, height, step, slope) are defined in Window → AI → Navigation → Agents.
  3. Add a NavMeshAgent to each moving NPC; its radius/height/speed must match the baked agent type, and it must spawn on the baked mesh.
  4. Drive it from script with SetDestination(targetPos); the agent steers and avoids other agents automatically. Detect arrival with remainingDistance/pathPending.
  5. Handle dynamic blockers with NavMeshObstacle (carving) so closed doors/crates block paths without a full re-bake.
  6. Verify with the AI Navigation overlay (the baked mesh is drawn in the Scene view) and by watching agents path around obstacles to the goal; check NavMeshPath.status for unreachable targets.

Patterns

1. Chase/seek with a NavMeshAgent

using UnityEngine;
using UnityEngine.AI;

[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour
{
    [SerializeField] private Transform target;
    private NavMeshAgent _agent;

    private void Awake() => _agent = GetComponent<NavMeshAgent>();

    private void Update()
    {
        if (target) _agent.SetDestination(target.position);   // re-path toward the target
    }

    // Arrived? pathPending guards the first frame before a path exists.
    private bool HasArrived() =>
        !_agent.pathPending && _agent.remainingDistance <= _agent.stoppingDistance;
}

2. Check reachability before committing

using UnityEngine.AI;

public bool CanReach(NavMeshAgent agent, Vector3 destination)
{
    var path = new NavMeshPath();
    agent.CalculatePath(destination, path);
    return path.status == NavMeshPathStatus.PathComplete;   // vs Partial / Invalid
}

3. Bake at runtime (for procedurally built or streamed levels)

using Unity.AI.Navigation;   // the package namespace (NavMeshSurface)

[SerializeField] private NavMeshSurface surface;

// After spawning level geometry, build the navmesh in code.
public void RebuildNav() => surface.BuildNavMesh();

4. Dynamic obstacle that carves the mesh

// Add a NavMeshObstacle (Carve = true) to a door/crate. While present it cuts a hole in the
// navmesh so agents route around it; remove/disable it to reopen the path — no re-bake needed.

5. Connect separate mesh pieces with a NavMeshLink (jumps, doors, gaps)

// Two baked surfaces that don't touch (a ledge and the floor below, two platforms across a
// gap) are separate islands — an agent can't path between them. Add Component > Navigation >
// NavMesh Link to bridge them: assign Start/End Transforms, set Width (0 = point-to-point),
// and toggle Bidirectional for one-way vs two-way. NavMeshLink lives in Unity.AI.Navigation.
// It replaces the deprecated built-in OffMeshLink (see pitfalls).

Pitfalls

  • Looking for the Bake tab or the Navigation Static flag — the old Navigation window was removed in AI Navigation 2.0. Bake from a NavMeshSurface component; the package's Window → AI → Navigation only edits agent types and areas.
  • Agent doesn't move / warps to origin — it isn't on the baked mesh, or no surface was baked. Bake the surface and spawn the agent on it (NavMesh.SamplePosition to snap).
  • Agent ignores new geometry — the navmesh is baked; runtime-spawned obstacles need a NavMeshObstacle (carving) or a surface.BuildNavMesh() re-bake.
  • SetDestination every frame is wasteful — for a slow-moving target, re-path on a timer (e.g. every 0.2s) instead of each frame.
  • An NPC with a Rigidbody jitters or drifts off its path — a NavMeshAgent and a non-kinematic Rigidbody both move the transform. Tick Is Kinematic while the agent is in control.
  • An agent with a NavMeshObstacle on the same GameObject spins or slides — it tries to avoid itself (worse with carving). Keep only one of them enabled at a time, e.g. switch the agent off and the obstacle on when the NPC stops for good.
  • Teleporting an agent — use agent.Warp(position) (returns false if it fails), not a plain Transform write.
  • Agent radius/height mismatch — if the NavMeshAgent's size differs from the baked agent type, it gets stuck in gaps or floats; keep them consistent.
  • Agents jitter against each other — tune avoidancePriority and quality, or use an obstacle for truly static blockers rather than relying on agent avoidance.
  • Reaching for OffMeshLink — the built-in OffMeshLink component is deprecated in AI Navigation 2.0 and can no longer be added from the Add Component menu. Use a NavMeshLink (from the package, Unity.AI.Navigation) instead — it adds Transform-based endpoints and a runtime activated property. Migrate any existing OffMeshLinks.
  • CalculatePath returns PathPartial — the destination sits on a different baked island than the agent (a gap the mesh doesn't cross). Bridge the two with a NavMeshLink (pattern 5) or extend the geometry so one surface covers both; a partial path only reaches the near edge.

References

  • Primary docs: AI Navigation package manual (https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html), the NavMeshLink page (https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html) and its "What's new" note on the OffMeshLink deprecation (https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html), the "Navigation window" and "Use NavMesh Agent with other components" pages (NavigationWindow.html, MixingComponents.html in the same manual), plus ScriptReference/AI.NavMeshAgent, ScriptReference/AI.NavMesh.

Related skills

  • game-ai — engine-agnostic decision-making (FSM, behaviour trees, steering) that uses this.
  • unity-csharp-scripting — the MonoBehaviour structure around the agent.
  • tower-defense / fps-shooter — genres that compose pathfinding with gameplay.

FAQ

What does the unity-navmesh skill do?

Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

How do I install unity-navmesh?

Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/unity-navmesh/ (personal) or .claude/skills/unity-navmesh/ (project).

Which AI agents can use unity-navmesh?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is unity-navmesh safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains unity-navmesh?

It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 5,762 recorded installs.

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