unity-ai-navigation

unity-ai-navigation is a skill for Claude Code from Nice-Wolf-Studio/unity-claude-skills. It costs 80 tokens per session (3,553 once invoked), scanned A, original, MIT.

A reference guide to Unity 6 navigation and pathfinding, including NavMesh surfaces, agents, obstacles, links, and runtime baking. A NavMesh is a map of walkable areas that characters can use to find paths.

In plain words
What is it for?
Use it when building NPC movement, pathfinding, dynamic obstacles, runtime NavMeshes, behavior trees, state machines, or Unity Sentis model inference.
Why use it?
It explains how to make characters move through environments, avoid obstacles, and use special connections such as jumps or doors.

Skill for Claude Code

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

Part of the unity plugin — 35 skills shipped together

Good fit Use it when building NPC movement, pathfinding, dynamic obstacles, runtime NavMeshes, behavior trees, state machines, or Unity Sentis model inference.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/nice-wolf-studio/unity-claude-skills/unity-ai-navigation
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 Nice-Wolf-Studio/unity-claude-skills --skill unity-ai-navigation
Clone the repo
git clone --depth 1 https://github.com/Nice-Wolf-Studio/unity-claude-skills

Made for: Claude Code.

Or install unity, the plugin that ships this one along with the rest of its 35 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-ai-navigation

README.md
[![agentmods](https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ai-navigation.svg)](https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ai-navigation)
Your own site
<a href="https://agentmods.dev/skills/nice-wolf-studio/unity-claude-skills/unity-ai-navigation"><img src="https://agentmods.dev/badge/skills/nice-wolf-studio/unity-claude-skills/unity-ai-navigation.svg" alt="Measured on agentmods" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,553 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
  • 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 $0.00080 $0.03553
Opus 5 $0.00040 $0.01776
Sonnet 5 $0.00016 $0.00711
Haiku 4.5 $0.00008 $0.00355

Measured 8d ago against content hash ba2b0e2d86e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

unity-ai-navigation 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 8d 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:

skills/unity-ai-navigation/SKILL.md · 473 lines

How it starts

The opening of the file, as written. The whole thing — 473 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity 6 AI and Navigation Guide

Source: Unity 6.3 LTS Documentation (6000.3)

AI Navigation Overview

Package: com.unity.ai.navigation (v2.0.11 for Unity 6000.3)

The AI Navigation package is a high-level component system that enables NavMesh-based navigation and pathfinding. It supports runtime and edit-time NavMesh construction, dynamic obstacle management, and link systems for specialized actions (jumping, doors).

Core Components

Component Purpose
NavMeshSurface Defines and builds NavMesh for a specific agent type
NavMeshAgent Character pathfinding and movement
NavMeshObstacle Dynamic obstacle avoidance
NavMeshModifier Affects NavMesh generation based on transform hierarchy
NavMeshModifierVolume Affects NavMesh generation based on volume
NavMeshLink Connects same or different NavMesh surfaces

Baking a NavMesh

  1. Add a NavMeshSurface component to a GameObject
  2. Configure the Agent Type (determines which agents can use this surface)
  3. Set Use Geometry to Render Meshes or Physics Colliders
  4. Configure Collect Objects mode (All, Volume, Current Hierarchy, NavMeshModifier only)
  5. Click Bake or call BuildNavMesh() at runtime

NavMeshSurface Properties

Property Description
Agent Type Which NavMesh Agent configuration can use this surface
Default Area Walkable (default), Not Walkable, Jump, plus 29 custom types
Use Geometry Render Meshes or Physics Colliders (colliders allow closer edge navigation)
Generate Links Auto-creates connections between collected GameObjects during bake
Collect Objects All GameObjects, Volume, Current Hierarchy, NavMeshModifier only
Include Layers Filters GameObjects by layer (default: Everything)

Advanced Baking Parameters

Parameter Description
Override Voxel Size Precision (default: 3 voxels per agent radius)
Override Tile Size Tile dimensions (default: 256 voxels); smaller = better carving
Minimum Region Area Removes disconnected mesh segments below threshold
Build Height Mesh Generates elevation data for character placement

Read the full file on GitHub · 473 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 8d ago First seen · 473 lines · 80 tokens per session scan A ba2b0e2d86e4

Subscribe to this mod's changes

unity-ai-navigation is a skill published in the GitHub repository Nice-Wolf-Studio/unity-claude-skills (30 stars, last pushed 1mo ago), licensed MIT. It adds 80 tokens to every session and 3,553 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.