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/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. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user

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awesome-gamedev-agent-skills
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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/unity-navmesh

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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

SKILL.md

unity-navmesh.SKILL.md
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.

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.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

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.

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/com.unity.ai.navigation@2.0/manual/index.html`) and `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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