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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unity-navmeshgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unity-navmesh)<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/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.
<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>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00086 | $0.01378 |
| Opus 5 | $0.00043 | $0.00689 |
| Sonnet 5 | $0.00017 | $0.00276 |
| Haiku 4.5 | $0.00009 | $0.00138 |
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 12d 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.
How it starts
The opening of the file, as written. The whole thing — 131 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.x.
Version trap (Unity 2022+/6): the old built-in Navigation window (Object/Bake tabs) is gone. 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 runtimeNavMeshAgent/NavMeshAPI stays in built-inUnityEngine.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
NavMeshSurfacecomponent, or scripts usingUnityEngine.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
- Install the AI Navigation package (Package Manager →
com.unity.ai.navigation). - 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. - Add a
NavMeshAgentto each moving NPC; its radius/height/speed must match the baked agent type, and it must spawn on the baked mesh. - Drive it from script with
SetDestination(targetPos); the agent steers and avoids other agents automatically. Detect arrival withremainingDistance/pathPending. - Handle dynamic blockers with
NavMeshObstacle(carving) so closed doors/crates block paths without a full re-bake. - 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.statusfor unreachable targets.
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.
- 12d ago First seen · 131 lines · 86 tokens per session scan A 81d8ccc768c0
unity-navmesh is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 86 tokens to every session and 1,378 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
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).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.