2d-pixel-perfect
Sets up, diagnoses, and fixes pixel perfect 2D rendering with PixelPerfectCamera in URP or Built-in. Use when a retro-style or…
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
$ npx -y skills add unity-technologies/skills --skill initialize-ai-navigation --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/initialize-ai-navigationContext preview
The summary Claude sees to decide when to auto-load this skill.
Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
name: initialize-ai-navigation description: Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.
Determine what the user needs and guide them through navigation setup. See [navigation-system.md](references/navigation-system.md) for expanded component details, API notes, code recipes, and troubleshooting.
`eval` compiles a **statement block, not a file**. Two consequences, both of which cause a compile error rather than a warning:
statement and rejects it (`CS0210`).
(`CS0246` / `CS0103`), and a bare `Object` is ambiguous with `object` (`CS0104`).
Where a snippet below is written as a file — with usings, for readability, or because it is meant to be saved into the project — qualify the types before passing it to `eval`.
| User Says | Interpretation | |-----------|---------------| | "add navigation" / "set up nav" | Full setup: NavMeshSurface + bake + NavMeshAgent | | "make this character navigate" | Add NavMeshAgent, ensure NavMesh exists | | "add pathfinding" | NavMeshAgent + movement script | | "agent won't move" / "path not found" | Troubleshoot — see Troubleshooting Decision Tree in reference | | "avoid obstacles" | NavMeshObstacle with carving or avoidance | | "connect two areas" / "jump across" | NavMeshLink between areas | | "patrol between points" | NavMeshAgent + patrol script | | "click to move" | NavMeshAgent + raycast click-to-move script | | "animate the character while navigating" | Couple Animator with NavMeshAgent | | "different agent sizes" | Configure agent types in Navigation window | | "areas and costs" / "restrict areas" | NavMesh area types, modifiers, and agent area masks |
Before doing anything else, verify that `com.unity.ai.navigation` is installed. If it's missing, add it to `Packages/manifest.json` under `dependencies` — Unity resolves it when the Editor next regains focus, and this needs no Editor connection:
"com.unity.ai.navigation": "<current 2.x version>"
Don't invent the version string. Read the current one from the Unity registry — `https://packages.unity.com/com.unity.ai.navigation` lists every published version — or copy the version an adjacent Unity package in this manifest already uses. A version that doesn't exist makes Unity fail resolution **silently**, so a wrong guess looks like nothing happened.
Proceed only once it's confirmed installed. If you have a live Editor to run C# in, see [navigation-system.md](references/navigation-system.md) for the `Client.Add` equivalent.
Before making changes, inspect what already exists: 1. Find the existing navigation components. With a connected Editor, query the live scene for `NavMeshSurface`, `NavMeshAgent`, `NavMeshObstacle`, `NavMeshLink` and `NavMeshModifier` — see the `unity-cli` skill for driving a running Editor. Without one, search the scene and prefab files for those component names. 2. Check configured agent types via **Window > AI > Navigation > Agents tab**. 3. Summarize ALL detected navigation components before proposing changes.
Before creating components, ensure the user has specified: walkable surfaces, agent type/size, agent behavior, obstacles, links, and area/cost requirements. Ask if anything is unclear. See the Information Gathering Checklist in the reference for full details.
Follow this general order. See the Component Setup Guide in the reference for detailed step-by-step instructions per component: 1. **NavMesh Surface** — create the walkable mesh (bake it) 2. **NavMesh Agent** — add pathfinding characters 3. **NavMesh Obstacle** — add dynamic obstacles 4. **NavMesh Link** — connect disconnected NavMesh areas 5. **NavMesh Modifier / Modifier Volume** — fine-tune area types 6. **Scripts** — movement, patrol, click-to-move, animation coupling (see Common Recipes in reference)
After setup, confirm:
Summarize what was created or changed:
A collection of reusable AI agent skills for Unity workflows. Compatible with Claude Code, GitHub Copilot, Cursor, Cline, and 50+ other agents.
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