unity-navmesh

unity-navmesh is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 86 tokens per session (2,023 once invoked), scanned A, original, Apache-2.0.

A guide for adding walkable-area pathfinding to games made with Unity 6.3 LTS. It uses Unity's AI Navigation package to build a NavMesh, a map of where agents can move, and lets NavMeshAgents find routes.

In plain words
What is it for?
Baking navigable surfaces, making enemies or other agents chase and patrol toward targets, checking whether destinations can be reached, and handling changing obstacles.
Why use it?
It removes the need to work out paths manually around level geometry and obstacles. It also addresses the newer Unity workflow, where navigation baking uses components instead of the old Navigation window.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity plugin — 8 skills shipped together , and of gamedev

Good fit Baking navigable surfaces, making enemies or other agents chase and patrol toward targets, checking whether destinations can be reached, and handling changing obstacles.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unity-navmesh
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

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 gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmesh
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 8 skills.

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
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Your own site
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agentmods 80×15 button for unity-navmesh

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-navmesh"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-navmesh.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 86 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,023 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
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • 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 $0.00086 $0.02023
Opus 5.5 $0.00034 $0.00809
Sonnet 5.5 $0.00017 $0.00405
Haiku 4.5 $0.00009 $0.00202

Measured 2d ago against content hash 38e5e27602ae, 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 2d 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/unity/unity-navmesh/SKILL.md · 166 lines

How it starts

The opening of the file, as written. The whole thing — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity NavMesh (AI Navigation)

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 2.0 (2.0.16 at last check).

Version trap (Unity 2022+/6): the old built-in Navigation window (Object/Bake tabs, "Navigation Static" flag) is gone. The package's Window → AI → Navigation only holds the Agents and Areas tabs. 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 runtime NavMeshAgent/NavMesh API stays in built-in UnityEngine.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 NavMeshSurface component, or scripts using UnityEngine.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

  1. Install the AI Navigation package (Package Manager → com.unity.ai.navigation).
  2. 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. Agent types (radius, height, step, slope) are defined in Window → AI → Navigation → Agents.
  3. Add a NavMeshAgent to each moving NPC; its radius/height/speed must match the baked agent type, and it must spawn on the baked mesh.
  4. Drive it from script with SetDestination(targetPos); the agent steers and avoids other agents automatically. Detect arrival with remainingDistance/pathPending.
  5. Handle dynamic blockers with NavMeshObstacle (carving) so closed doors/crates block paths without a full re-bake.
  6. 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.status for unreachable targets.

Read the full file on GitHub · 166 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. 2d ago Changed · +13 lines 38e5e27602ae
  2. 1mo ago Changed · +22 lines 17360678d464
  3. 1mo ago First seen · 131 lines · 86 tokens per session scan A 81d8ccc768c0

Subscribe to this mod's changes

unity-navmesh is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 86 tokens to every session and 2,023 once invoked, about $0.0003 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 2026-08-30.

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