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Unity Navmesh

gamedev-skills/unity-navmesh

> 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

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh

The instruction itself

11 sections, as written by the author

Unity NavMesh (AI Navigation)

Give NPCs pathfinding in Unity 6: bake walkable surfaces and move agents around obstacles.

Targets Unity 6 (6000.0 LTS) with the AI Navigation package 2.x.

> Version trap (Unity 2022+/6): the old built-in Navigation window (Object/Bake tabs)

> is gone. 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

  • Install the AI Navigation package (Package Manager → com.unity.ai.navigation).
  • 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.

  • 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.

  • Drive it from script with SetDestination(targetPos); the agent steers and avoids other

agents automatically. Detect arrival with remainingDistance/pathPending.

  • Handle dynamic blockers with NavMeshObstacle (carving) so closed doors/crates block

paths without a full re-bake.

  • 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.

Pitfalls

  • Looking for the Navigation window — it no longer exists in Unity 6. Use the AI Navigation

package's NavMeshSurface component + Bake.

  • 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.

  • 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.

References

  • Primary docs: AI Navigation package manual

(https://docs.unity3d.com/Packages/[email protected]/manual/index.html) and

ScriptReference/AI.NavMeshAgent, ScriptReference/AI.NavMesh.

  • 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.

How to use it

Copy the folder

Take gamedev-skills/unity-navmesh from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

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.