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unity-navmesh Checked

Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface…
⚡ Productivity skills By gamedev-skills Version v1.0.0 Added 2026-10-21 Updated 2026-10-21 Source ↗
7.7Overall rating
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0Downloads
2.0kStars

Installation

🤖 Install via AI

Copy the prompt below and send it to your AI assistant (e.g. Claude Code) — it will follow the instructions and install automatically.

Install the "unity-navmesh" skill by following the instructions at https://skill123.me/install/unity-navmesh.
⌨️ Command line install

Run in your terminal — downloads and installs to ~/.claude/skills/.

curl -fsSL https://skill123.me/install/unity-navmesh.sh | bash
📦 Download ZIP

Download the zip and extract it into your skills directory (e.g. ~/.claude/skills/), then restart your session.

⬇ Download v1.0.0 · 3 KB
📊 Static rating
7.7/10
Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0

Six-dimension rubric with reviewer rationale.

View scorecard ↓
🛡 Dynamic test
—

Not live-tested yet — this skill is rated on static analysis only.

About 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 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.

Documentation

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,

NavMeshModifiers, 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
    }
View full documentation

// 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.



### 5. Connect separate mesh pieces with a NavMeshLink (jumps, doors, gaps)

// 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 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.
- **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 `OffMeshLink`s.
- **`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`), 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.

Score breakdown

Trigger
8.0
Structure
0.0
Workflow
8.0
Content
0.0
Engineering
0.0
Security
7.0