gamedev-skills/awesome-gamedev-agent-skills

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.

Vedi sorgente

Come usare

  1. Copia il comando e controlla il pacchetto prima di installarlo nel tuo ambiente agente.
  2. Controlla strumenti, credenziali e ambienti richiesti nel documento originale.
  3. Descrivi input e risultato desiderato; confronta l’output con le fonti.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh

Prima di iniziare

  • L’installazione non include abbonamenti, quote API o accesso ai file.
  • Stelle e installazioni indicano attività, non un test indipendente di qualità o sicurezza.
Documento Skill originale

Contenuto dal repository con titoli, esempi, codice, tabelle, link e immagini preservati.

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, `NavMeshModifier`s, or agent settings change. Agent types (radius, height, step, slope) are defined in Window → AI → Navigation → Agents**.

  1. 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.

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

agents automatically. Detect arrival with remainingDistance/pathPending.

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

paths without a full re-bake.

  1. 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

csharp
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

csharp
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)

csharp
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

csharp
// 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)

csharp
// 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.
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