navigation

navigation is a skill for Claude Code, Codex from AlexeyPerov/Unity-Open-MCP. It costs 0 tokens per session (1,724 once invoked), scanned A, original, MIT.

A connector for Unity NavMesh and AI Navigation, which help game characters find walkable routes around obstacles.

In plain words
What is it for?
Setting up and changing navigation surfaces and related AI navigation elements in a Unity project.
Why use it?
It reduces manual setup of navigation data and movement areas in the Unity Editor. The project must have Unity's AI Navigation package installed.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Setting up and changing navigation surfaces and related AI navigation elements in a Unity project.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alexeyperov/unity-open-mcp/navigation
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add AlexeyPerov/Unity-Open-MCP --skill navigation
Clone the repo
git clone --depth 1 https://github.com/AlexeyPerov/Unity-Open-MCP

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for navigation

README.md
[![agentmods](https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/navigation/github.svg)](https://agentmods.dev/skills/alexeyperov/unity-open-mcp/navigation)
Your own site
<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/navigation"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/navigation/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for navigation

Your own site · 80×15
<a href="https://agentmods.dev/skills/alexeyperov/unity-open-mcp/navigation"><img src="https://agentmods.dev/badge/skills/alexeyperov/unity-open-mcp/navigation.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,724 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.01724
Opus 5 $0.00000 $0.00862
Sonnet 5 $0.00000 $0.00345
Haiku 4.5 $0.00000 $0.00172

Measured 10d ago against content hash 7c3ca401504a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

navigation scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/extensions/navigation/SKILL.md · 111 lines

How it starts

The opening of the file, as written. The whole thing — 111 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Open MCP — Navigation (NavMesh) Extension

Skill for AI agents driving NavMesh / AI Navigation in a Unity project through the unity-open-mcp MCP server.

This domain is embedded in the bridge and opt-in. Its tools compile in only when the project has com.unity.ai.navigation installed (the bridge sets the UNITY_OPEN_MCP_EXT_NAVIGATION define automatically). Its tool group is hidden from ListTools until the connected session activates it.

Preconditions

  • Unity Editor is open with the target project.
  • unity_open_mcp_ping returns connected: true.
  • The project has com.unity.ai.navigation installed. If capabilities reports the navigation group as available: false, install the package and let the bridge recompile.
  • The navigation tool group is activated — call unity_open_mcp_manage_tools(action="activate", group="navigation") before invoking any navigation_* tool. Fresh sessions start with two default-on groups (core and gate-and-verify); activate the other groups you need on demand.

Tool prefix

All tools in this pack use unity_open_mcp_navigation_*. Mutating tools accept the standard paths_hint (the host's scene path) and run the full gate path; read-only tools (navigation_list, navigation_get) are gate-free.

Canonical workflow: walkable agent

  1. Discoverunity_open_mcp_navigation_list to see existing surfaces / agents / links / modifiers.
  2. Add a surfaceunity_open_mcp_navigation_surface_add on a host GameObject. Set agent_type: "Humanoid" (default) and collect_objects: "All" to bake all scene geometry.
  3. (Optional) Configureunity_open_mcp_navigation_set_bake_settings for collect_objects: "Volume" + collection_extent to bake only a sub-region.
  4. Bakeunity_open_mcp_navigation_surface_bake. This is the heavy op (EditorSettle lifecycle) — the dispatcher waits for asset refresh before returning. Returns hasNavMeshData: true + a navMeshDataInstanceId.
  5. Place an agentunity_open_mcp_navigation_agent_add on the GameObject that should walk. Configure radius, height, speed, angular_speed, acceleration, stopping_distance.
  6. Drive itunity_open_mcp_navigation_agent_set_destination with a world-space x,y,z. Requires Play Mode — the pathfinder only runs at runtime. Returns pathStatus: Valid | Partial | Invalid + pathPending.

Read the full file on GitHub · 111 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 111 lines · 0 tokens per session scan A 7c3ca401504a

Subscribe to this mod's changes

navigation is a skill published in the GitHub repository AlexeyPerov/Unity-Open-MCP (12 stars, last pushed 12d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,724 tokens. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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