unity-technologies/skills

initialize-ai-navigation

Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs.

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Installation

$ npx skills add unity-technologies/skills --skill initialize-ai-navigation

Summary

  • Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs.
  • Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
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GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 756
License LICENSE.md
Default branch main
Status Active

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 5,486 B
  • docs SUMMARY.md 428 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 2,000 installs

SKILL.md

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.

Passing C# to eval

eval compiles a statement block, not a file. Two consequences, both of which cause a compile error rather than a warning:

  • No using directives. The compiler reads using UnityEngine; as a resource-disposal

statement and rejects it (CS0210).

  • Types must be fully qualified. A bare AssetDatabase or Volume does not resolve

(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.

Routing Logic

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

Workflow

0. Package Installation Check

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.

1. Pre-Flight: Assess Current Navigation Setup

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.

  1. Check configured agent types via Window > AI > Navigation > Agents tab.
  2. Summarize ALL detected navigation components before proposing changes.

2. Gather Missing Information

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.

3. Planning & Execution

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)

4. Validation

After setup, confirm:

  • NavMesh is baked and visible (blue overlay)
  • NavMeshSurface agent type matches NavMeshAgent agent type
  • Agents have a valid path to their destination
  • Obstacles carve or obstruct correctly
  • Links have both ends connected and Activated is enabled
  • Area masks allow the intended movement
  • No conflicting components (see Mixing Components Guide in reference)
  • If using Rigidbody with NavMeshAgent, Is Kinematic is enabled

5. Final Confirmation

Summarize what was created or changed:

  • NavMesh Surfaces: which GameObject, agent type, geometry mode, bake status
  • NavMesh Agent(s): which GameObject, speed, stopping distance, area mask
  • NavMesh Obstacle(s): which GameObject, shape, carve on/off
  • NavMesh Link(s): start/end, bidirectional, area type
  • Scripts: which scripts attached to which GameObjects
  • Any manual steps required (adjust waypoints, re-bake after scene changes, etc.)