unity-navmesh

unity-navmesh is a skill for Claude Code, Codex from batihandev/unity-mcp-skills. It costs 19 tokens per session (1,191 once invoked), scanned A, original, MIT.

A Unity navigation toolkit that creates navigation data, clears it, and calculates routes for characters or other moving objects. A NavMesh is a map of walkable surfaces used by game AI.

In plain words
What is it for?
Use it to bake or clear a scene's NavMesh and calculate a path between two positions.
Why use it?
It removes the need to handle navigation-map baking and route calculations manually, provided the scene has a NavMeshSurface component.

Skill for Claude CodeCodex

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

Good fit Use it to bake or clear a scene's NavMesh and calculate a path between two positions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/batihandev/unity-mcp-skills/navmesh
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 batihandev/unity-mcp-skills --skill navmesh
Clone the repo
git clone --depth 1 https://github.com/batihandev/unity-mcp-skills

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 unity-navmesh

README.md
[![agentmods](https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/navmesh/github.svg)](https://agentmods.dev/skills/batihandev/unity-mcp-skills/navmesh)
Your own site
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/navmesh"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/navmesh/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 unity-navmesh

Your own site · 80×15
<a href="https://agentmods.dev/skills/batihandev/unity-mcp-skills/navmesh"><img src="https://agentmods.dev/badge/skills/batihandev/unity-mcp-skills/navmesh.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,191 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.
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 $0.00019 $0.01191
Opus 5 $0.00010 $0.00596
Sonnet 5 $0.00004 $0.00238
Haiku 4.5 $0.00002 $0.00119

Measured 11d ago against content hash ffe85a85debb, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

unity-navmesh 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 11d 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/navmesh/SKILL.md · 137 lines

How it starts

The opening of the file, as written. The whole thing — 137 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Requirements

  • com.unity.ai.navigation (≥ 2.0). navmesh_bake and navmesh_clear operate on NavMeshSurface components in the active scene — the scene must contain at least one NavMeshSurface for a bake to do anything.

Overview

Baking and pathfinding.

Common Mistakes

DO NOT (common hallucinations):

  • navmesh_create does not exist → use navmesh_bake to generate NavMesh
  • navmesh_add_agent_component / navmesh_set_agent_speed do not exist → use navmesh_add_agent + navmesh_set_agent (convenience wrappers), or component_add/component_set_property for full control
  • NavMesh must be re-baked after scene geometry changes

Routing:

  • For NavMeshAgent/NavMeshObstacle components → use component module
  • For path calculation → navmesh_calculate_path (this module)

Skills

navmesh_bake

Bake the NavMesh (Synchronous). Warning: Can be slow. Parameters: None.

navmesh_clear

Clear the NavMesh data. Parameters: None.

navmesh_calculate_path

Calculate a path between two points. Parameters:

  • startX, startY, startZ (float): Start position.
  • endX, endY, endZ (float): End position.
  • areaMask (int, optional): NavMesh area mask.

Returns: { status: "PathComplete", distance: 12.5, corners: [...] }

navmesh_add_agent

Add NavMeshAgent component to an object.

Parameter Type Required Default Description
name string No null GameObject name
instanceId int No 0 GameObject instance ID
path string No null GameObject hierarchy path

Returns: { success, gameObject }

navmesh_set_agent

Set NavMeshAgent properties (speed, acceleration, radius, height, stoppingDistance).

Parameter Type Required Default Description
name string No null GameObject name
instanceId int No 0 GameObject instance ID
path string No null GameObject hierarchy path
speed float No null Agent movement speed
acceleration float No null Agent acceleration
angularSpeed float No null Agent angular speed
radius float No null Agent radius
height float No null Agent height
stoppingDistance float No null Distance to stop before target

Read the full file on GitHub · 137 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. 11d ago First seen · 137 lines · 19 tokens per session scan A ffe85a85debb

Subscribe to this mod's changes

unity-navmesh is a skill published in the GitHub repository batihandev/unity-mcp-skills (6 stars, last pushed 1mo ago), licensed MIT. It adds 19 tokens to every session and 1,191 once invoked, about $0.0001 per session on Opus 5. 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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