tools-unity-navmesh

tools-unity-navmesh is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 20 tokens per session (3,103 once invoked), scanned A, original, MIT.

A guide to NavMesh pathfinding in Unity, where a navigation mesh is a map of walkable areas that game characters can follow. It covers path checks, obstacle avoidance, and multiple moving agents.

In plain words
What is it for?
Use it to build enemy patrols and chases, NPC movement, dynamic obstacle avoidance, and multi-agent navigation.
Why use it?
It helps prevent pathfinding failures when navigation data or graph information is missing. It also addresses performance when many characters need paths.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build enemy patrols and chases, NPC movement, dynamic obstacle avoidance, and multi-agent navigation.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-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 IdoCohen560/claude-unity-game-studio --skill tools-unity-navmesh
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

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README.md
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Per session 20 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,103 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 $0.00020 $0.03103
Opus 5 $0.00010 $0.01551
Sonnet 5 $0.00004 $0.00621
Haiku 4.5 $0.00002 $0.00310

Measured 5d ago against content hash 8ecd5fa7c171, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

tools-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 5d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-navmesh/SKILL.md · 582 lines

How it starts

The opening of the file, as written. The whole thing — 582 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity NavMesh Pathfinding

Overview

NavMesh provides AI pathfinding in Unity. This skill covers safe usage patterns to prevent the 30K+ pathfinding errors seen in production.

When to Use

  • AI movement and navigation
  • Enemy patrolling and chasing
  • NPC pathfinding
  • Dynamic obstacle avoidance
  • Multi-agent navigation

Critical Safety Patterns

Graph Validation Before Query

using Pathfinding;

public class SafePathfinder
{
    private readonly Seeker _seeker;
    
    public bool TryCalculatePath(Vector3 start, Vector3 end, out Path path)
    {
        path = null;
        
        // CRITICAL: Check graph exists
        if (AstarPath.active == null)
        {
            Debug.LogError("No AstarPath instance active");
            return false;
        }
        
        if (AstarPath.active.graphs == null || AstarPath.active.graphs.Length == 0)
        {
            Debug.LogError("No graphs available");
            return false;
        }
        
        // Check if position is on navmesh
        var startNode = AstarPath.active.GetNearest(start).node;
        var endNode = AstarPath.active.GetNearest(end).node;
        
        if (startNode == null || !startNode.Walkable)
        {
            Debug.LogWarning($"Start position {start} not on walkable navmesh");
            return false;
        }
        
        if (endNode == null || !endNode.Walkable)
        {
            Debug.LogWarning($"End position {end} not on walkable navmesh");
            return false;
        }
        
        // Safe to calculate path
        _seeker.StartPath(start, end, OnPathComplete);
        return true;
    }
    
    private void OnPathComplete(Path p)
    {
        if (p.error)
        {
            Debug.LogWarning($"Path failed: {p.errorLog}");
            return;
        }
        
        // Use path
    }
}

Null Graph Guard (Critical Fix for 30K errors)

public class PathfindingGuard
{
    public static bool IsPathfindingReady()
    {
        // Check 1: AstarPath singleton exists
        if (AstarPath.active == null)
            return false;
        
        // Check 2: Data is loaded
        if (AstarPath.active.data == null)
            return false;
        
        // Check 3: Graphs exist
        if (AstarPath.active.data.graphs == null)
            return false;
        
        // Check 4: At least one graph is scanned
        foreach (var graph in AstarPath.active.data.graphs)
        {
            if (graph != null && graph.CountNodes() > 0)
                return true;
        }
        
        return false;
    }
}

// Usage in AI
public class EnemyAI : MonoBehaviour
{
    private void RequestPath()
    {
        if (!PathfindingGuard.IsPathfindingReady())
        {
            // Defer pathfinding or use fallback behavior
            StartCoroutine(WaitForPathfinding());
            return;
        }
        
        _seeker.StartPath(transform.position, _target.position);
    }
    
    private IEnumerator WaitForPathfinding()
    {
        while (!PathfindingGuard.IsPathfindingReady())
        {
            yield return new WaitForSeconds(0.5f);
        }
        
        RequestPath();
    }
}

Read the full file on GitHub · 582 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. 5d ago First seen · 582 lines · 20 tokens per session scan A 8ecd5fa7c171

Subscribe to this mod's changes

tools-unity-navmesh is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 20 tokens to every session and 3,103 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 2026-09-03.

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