What problem does it solve? Setting up and validating navigation in Unity requires repetitive editor work: baking NavMeshes, adding NavMeshAgent and NavMeshObstacle components, and testing whether paths between points are valid. This Skill exposes those operations as callable commands so navigation setup and path testing can be done conversationally. ## Core Features & Use Cases - NavMesh Baking & Clearing: Bake or clear navigation mesh data, with warnings that baking is synchronous and can block on large scenes. - Path Querying: Calculate paths between two points with area masks, returning status, distance, and corner waypoints; sample the nearest valid NavMesh position. - Agent & Obstacle Configuration: Add and configure NavMeshAgent (speed, radius, stopping distance) and NavMeshObstacle (shape, carving) components, plus set area traversal costs. - Use Case: After placing level geometry, ask to bake the NavMesh, then verify an enemy can reach the player by calculating a path between their positions and checking that the status is PathComplete. ## Quick Start Bake the NavMesh in the current Unity scene, then calculate a path from (0, 0, 0) to (10, 0, 10) and tell me whether it is complete.