ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unity-navmeshContext preview
The summary Claude sees to decide when to auto-load this skill.
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. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user
name: unity-navmesh description: > 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. 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.
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.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`.
adding dynamic blockers (`NavMeshObstacle`), or checking whether a destination is reachable.
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`.
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. 3. **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. 4. **Drive it from script** with `SetDestination(targetPos)`; the agent steers and avoids other agents automatically. Detect arrival with `remainingDistance`/`pathPending`. 5. **Handle dynamic blockers** with `NavMeshObstacle` (carving) so closed doors/crates block paths without a full re-bake. 6. **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.
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;
}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
}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();
// 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.
package's `NavMeshSurface` component + Bake.
baked. Bake the surface and spawn the agent on it (`NavMesh.SamplePosition` to snap).
`NavMeshObstacle` (carving) or a `surface.BuildNavMesh()` re-bake.
(e.g. every 0.2s) instead of each frame.
type, it gets stuck in gaps or floats; keep them consistent.
obstacle for truly static blockers rather than relying on agent avoidance.
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`) and `ScriptReference/AI.NavMeshAgent`, `ScriptReference/AI.NavMesh`.
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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