How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmeshBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
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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 runtimeNavMeshAgent/NavMeshAPI stays in built-inUnityEngine.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
NavMeshSurfacecomponent, 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, `NavMeshModifier`s, or agent settings change. Agent types (radius, height, step, slope) are defined in Window → AI → Navigation → Agents**.
- 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.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
NavMeshAgentand 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
avoidancePriorityand quality, or use an
obstacle for truly static blockers rather than relying on agent avoidance.
- Reaching for `OffMeshLink` — the built-in
OffMeshLinkcomponent 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.

