Bake and query Unity NavMesh — bake/rebake navigation meshes, query paths, and configure bake settings. Use when setting up navigation, baking a NavMesh, testing agent paths, or tuning bake parameters, even if the user just says "导航网格" or "寻路". 烘焙与查询 Unity NavMesh(烘焙/重烘焙导航网格、查询路径、配置烘焙设置);当用户要搭建导航、烘焙 NavMesh、测试 agent 路径或调整烘焙参数时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-navmesh
Bake / clear NavMesh data, calculate paths, sample positions, and configure NavMeshAgent / NavMeshObstacle components.
navmesh_calculate_path / navmesh_sample_position / navmesh_get_settings,源码标 SkillMode.SemiAuto)直接执行;变更类(navmesh_bake / navmesh_add_agent / navmesh_set_agent / navmesh_add_obstacle / navmesh_set_obstacle / navmesh_set_area_cost,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。navmesh_clear 标记为 SkillOperation.Delete,会被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或将其加入 Allowlist 才能调用。navmesh_bake 同步阻塞主线程;大场景可能很慢,调用前提醒用户。DO NOT (common hallucinations):
navmesh_create does not exist → use navmesh_bake to generate NavMeshnavmesh_add_agent_component / navmesh_set_agent_speed do not exist → use navmesh_add_agent + navmesh_set_agent (convenience wrappers), or component_add/component_set_property for full controlRouting:
component modulenavmesh_calculate_path (this module)navmesh_bakeBake the NavMesh (Synchronous). Warning: Can be slow.
Parameters: None.
navmesh_clearClear the NavMesh data.
Parameters: None.
navmesh_calculate_pathCalculate a path between two points.
Parameters:
startX, startY, startZ (float): Start position.endX, endY, endZ (float): End position.areaMask (int, optional): NavMesh area mask.Returns: { status, valid, distance, cornerCount, corners }
status: NavMeshPathStatus string (PathComplete / PathPartial / PathInvalid)valid: true only when status == "PathComplete"distance: total path length (0 for invalid paths)cornerCount: number of corner points in cornerscorners: array of {x, y, z} waypoints (empty when no path)navmesh_add_agentAdd NavMeshAgent component to an object.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
Returns: { success, gameObject }
navmesh_set_agentSet NavMeshAgent properties (speed, acceleration, radius, height, stoppingDistance).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| speed | float | No | null | Agent movement speed |
| acceleration | float | No | null | Agent acceleration |
| angularSpeed | float | No | null | Agent angular speed |
| radius | float | No | null | Agent radius |
| height | float | No | null | Agent height |
| stoppingDistance | float | No | null | Distance to stop before target |
Returns: { success, gameObject, speed, radius }
navmesh_add_obstacleAdd NavMeshObstacle component to an object.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| carve | bool | No | true | Enable carving |
Returns: { success, gameObject, carving }
navmesh_set_obstacleSet NavMeshObstacle properties (shape, size, carving).
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| name | string | No | null | GameObject name |
| instanceId | int | No | 0 | GameObject instance ID |
| path | string | No | null | GameObject hierarchy path |
| shape | string | No | null | Obstacle shape (e.g. Box, Capsule) |
| sizeX | float | No | null | Obstacle size X |
| sizeY | float | No | null | Obstacle size Y |
| sizeZ | float | No | null | Obstacle size Z |
| carving | bool | No | null | Enable carving |
Returns: { success, gameObject, shape, carving }
navmesh_sample_positionFind nearest point on NavMesh.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| x | float | Yes | - | Source position X |
| y | float | Yes | - | Source position Y |
| z | float | Yes | - | Source position Z |
| maxDistance | float | No | 10 | Maximum search distance |
Returns: { success, found, point: { x, y, z }, distance }
navmesh_set_area_costSet area traversal cost.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| areaIndex | int | Yes | - | NavMesh area index |
| cost | float | Yes | - | Traversal cost value |
Returns: { success, areaIndex, cost }
navmesh_get_settingsGet NavMesh build settings.
Parameters: None.
Returns: { success, agentRadius, agentHeight, agentSlope, agentClimb }
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
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Take besty0728/unity-navmesh from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.