addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Bake and query Unity NavMesh
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill navmesh --agent claude-code
Codex
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a codex -y
Cursor
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a cursor -y
Gemini CLI
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a gemini-cli -y
GitHub Copilot
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a github-copilot -y
OpenCode
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a opencode -y
Windsurf
$ npx skills add Besty0728/Unity-Skills --skill navmesh -a windsurf -y
name: unity-navmesh description: Bake and query Unity NavMesh
Bake or clear NavMesh data, calculate paths, sample positions, set area costs and configure NavMeshAgent and NavMeshObstacle components. Parameters come from the schema (`GET /skills/schema?category=NavMesh&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md).
Bake the NavMesh (synchronous). **Blocks the Editor; can be slow on large scenes.** **Parameters:** None.
Clear the NavMesh data. **Parameters:** None.
Calculate a path between two points. **Parameters:**
**Returns:** `{ status, valid, distance, cornerCount, corners }`
Add a NavMeshAgent component to an object.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | entityId | string | No | null | GameObject entity ID (preferred; the only id on Unity 6000.4+) | | instanceId | int | No | 0 | GameObject instance ID | | path | string | No | null | GameObject hierarchy path |
**Returns:** `{ success, gameObject }`
Set NavMeshAgent properties (speed, acceleration, radius, height, stoppingDistance).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | entityId | string | No | null | GameObject entity ID (preferred; the only id on Unity 6000.4+) | | 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 }`
Add a NavMeshObstacle component to an object.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | entityId | string | No | null | GameObject entity ID (preferred; the only id on Unity 6000.4+) | | instanceId | int | No | 0 | GameObject instance ID | | path | string | No | null | GameObject hierarchy path | | carve | bool | No | true | Enable carving |
**Returns:** `{ success, gameObject, carving }`
Set NavMeshObstacle properties (shape, size, carving).
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | name | string | No | null | GameObject name | | entityId | string | No | null | GameObject entity ID (preferred; the only id on Unity 6000.4+) | | instanceId | int | No | 0 | GameObject instance ID | | path | string | No | null | GameObject hierarchy path | | shape | string | No | null | Obstacle shape (e.g. Box, Capsule); an unknown value is rejected before any write | | 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 }`
Find the nearest point on the 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 }`
Set an area's traversal cost.
| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | areaIndex | int | Yes | - | NavMesh area index, 0-31 | | cost | float | Yes | - | Traversal cost, >= 0 |
**Returns:** `{ success, areaIndex, cost }`
Get NavMesh build settings.
**Parameters:** None.
**Returns:** `{ success, agentRadius, agentHeight, agentSlope, agentClimb }`
**DO NOT** (common hallucinations):
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.