Unity NavMesh (AI Navigation)
SkillAI & modelsThis skill guides your AI to add character navigation to Unity 6.3 LTS projects. Once added, your AI can bake a NavMesh with the AI Navigation package and move characters with NavMeshAgent, so NPCs can find paths around your game world and chase targets like the player.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then ask your AI to set up navigation in your Unity scene, such as baking a NavMesh or making an enemy follow the player.
Then ask your AI: use the Unity NavMesh (AI Navigation) skill
What your AI can do with it
- Bake NavMesh surfaces so characters can pathfind across a Unity scene
- Move characters to a destination with NavMeshAgent.SetDestination
- Make an enemy chase the player
- Handle dynamic obstacles that change where characters can walk
- Set up NPC pathfinding in Unity 6.3 LTS
What this skill tells your AI
The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/unity/unity-navmesh/SKILL.md and read by ahel’s review.
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 runtimeNavMeshAgent/NavMeshAPI stays in built-inUnityEngine.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
NavMeshSurfacecomponent, or scripts usingUnityEngine.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
- Install the AI Navigation package (Package Manager →
com.unity.ai.navigation). - 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. - Add a
NavMeshAgentto each moving NPC; its radius/height/speed must match the baked agent type, and it must spawn on the baked mesh. - Drive it from script with
SetDestination(targetPos); the agent steers and avoids other agents automatically. Detect arrival withremainingDistance/pathPending. - Handle dynamic blockers with
NavMeshObstacle(carving) so closed doors/crates block paths without a full re-bake. - 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.statusfor 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
NavMeshSurfacecomponent + 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.SamplePositionto snap). - Agent ignores new geometry — the navmesh is baked; runtime-spawned obstacles need a
NavMeshObstacle(carving) or asurface.BuildNavMesh()re-bake. SetDestinationevery 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
avoidancePriorityand 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) andScriptReference/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.
Signals
- GitHub stars
- 967
- Forks
- 76
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
unity-navmesh- Source
- github.com/gamedev-skills/awesome-gamedev-agent-skills