unity-navmesh

unity-navmesh is a skill for Claude Code from dyCuong03/unity-agent-team. It costs 104 tokens per session (1,706 once invoked), scanned A, original, MIT.

A Unity tool for navigation meshes, maps that describe where game characters can walk, and for pathfinding, which calculates routes through those maps. It also manages moving agents and obstacles.

In plain words
What is it for?
Use it to bake or clear navigation data, calculate paths, find nearby valid positions, and configure character agents, obstacles, avoidance, and area costs.
Why use it?
It removes the need to configure navigation data and movement components by hand for common tasks. After scene geometry changes, the navigation mesh must be baked again.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to bake or clear navigation data, calculate paths, find nearby valid positions, and configure character agents, obstacles, avoidance, and area costs.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/dycuong03/unity-agent-team/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 dyCuong03/unity-agent-team --skill navmesh
Clone the repo
git clone --depth 1 https://github.com/dyCuong03/unity-agent-team

Made for: Claude Code.

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/dycuong03/unity-agent-team/navmesh/github.svg)](https://agentmods.dev/skills/dycuong03/unity-agent-team/navmesh)
Your own site
<a href="https://agentmods.dev/skills/dycuong03/unity-agent-team/navmesh"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/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/dycuong03/unity-agent-team/navmesh"><img src="https://agentmods.dev/badge/skills/dycuong03/unity-agent-team/navmesh.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,706 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 $0.00104 $0.01706
Opus 5.5 $0.00042 $0.00682
Sonnet 5.5 $0.00021 $0.00341
Haiku 4.5 $0.00010 $0.00171

Measured 11d ago against content hash cec38edcf78b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, 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.

.claude/skills/unity-skills/skills/navmesh/SKILL.md · 150 lines

How it starts

The opening of the file, as written. The whole thing — 150 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Bake / clear NavMesh data, calculate paths, sample positions, and configure NavMeshAgent / NavMeshObstacle components.

Operating Mode

  • Approval(默认):查询类 skill(navmesh_calculate_path / navmesh_sample_position / navmesh_get_settings,源码标 SkillMode.SemiAuto)直接执行;变更类(navmesh_bake / navmesh_add_agent / navmesh_set_agent / navmesh_add_obstacle / navmesh_set_obstacle / navmesh_set_area_cost,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:所有未被禁列表拦截的 skill 直接执行。
  • 本模块含 Delete 类 skill:navmesh_clear 标记为 SkillOperation.Delete,会被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或将其加入 Allowlist 才能调用。
  • navmesh_bake 同步阻塞主线程;大场景可能很慢,调用前提醒用户。

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, valid, distance, cornerCount, corners }

  • status: NavMeshPathStatus string (PathComplete / PathPartial / PathInvalid)
  • valid: true only when status == "PathComplete"
  • distance: total path length (0 for invalid paths)
  • cornerCount: number of corner points in corners
  • corners: array of {x, y, z} waypoints (empty when no path)

Read the full file on GitHub · 150 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 · 150 lines · 104 tokens per session scan A cec38edcf78b

Subscribe to this mod's changes

unity-navmesh is a skill published in the GitHub repository dyCuong03/unity-agent-team (7 stars, last pushed 2mo ago), licensed MIT. It adds 104 tokens to every session and 1,706 once invoked, about $0.0004 per session on Opus 5.5. 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 2026-10-02.

Related

Other skills, from other repositories

playtest-report

Structured playtest report template, or turn existing playtest notes into structured feedback.

Donchitos/Claude-Code-Game-Studios · 20 tokens

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

unity-version-split

Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

motion

Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.

OpenDCAI/GameFactory-3A · 0 tokens