unity-navmesh

Bake and query Unity NavMesh paths, agents, obstacles, and bake settings.

2|Updated May 18, 2026
One-click install
npx skills add https://github.com/pcone-mm/NewFPG --skill unity-navmesh-pcone-mm
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-navmesh
Source: https://github.com/pcone-mm/NewFPG/tree/main/.agents/skills/unity-skills/skills/navmesh
Command: npx skills add https://github.com/pcone-mm/NewFPG --skill unity-navmesh-pcone-mm

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up and validating navigation in Unity scenes requires repetitive editor work: baking NavMeshes, adding NavMeshAgent and NavMeshObstacle components, and testing whether agents can actually reach their targets. This Skill exposes those operations as callable skills so navigation setup and path validation can be done programmatically. ## Core Features & Use Cases - NavMesh Baking & Clearing: Bake or clear NavMesh data synchronously, with warnings about long bake times on large scenes. - Path Querying: Calculate paths between two points with status, distance, and corner waypoints, and sample the nearest valid position on the NavMesh. - Agent & Obstacle Configuration: Add and configure NavMeshAgent (speed, radius, stopping distance) and NavMeshObstacle (shape, carving) components, plus tune area traversal costs and read bake settings. - Use Case: After placing level geometry, bake the NavMesh, then call navmesh_calculate_path between spawn and goal points to verify PathComplete status before shipping the scene. ## Quick Start Bake the NavMesh in the current Unity scene and then calculate a path from (0, 0, 0) to (10, 0, 10) to verify the route is complete.

Frequently Asked Questions about unity-navmesh

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I bake a NavMesh in Unity programmatically?

Call navmesh_bake with no parameters to synchronously bake the NavMesh for the current scene. Be aware it blocks the main thread and can be slow on large scenes, so warn users before invoking it.

How to check if a NavMesh path exists between two points in Unity?

Use navmesh_calculate_path with start and end coordinates and an optional area mask. It returns a status of PathComplete, PathPartial, or PathInvalid, plus total distance and corner waypoints; valid is true only for PathComplete.

Why is my Unity NavMesh path invalid after changing the scene?

NavMesh data is not updated automatically when scene geometry changes. You must re-bake the NavMesh with navmesh_bake after modifying level geometry before path queries will reflect the new layout.

Can I configure NavMeshAgent speed and radius without the Unity editor?

Yes, use navmesh_add_agent to attach a NavMeshAgent to a GameObject and navmesh_set_agent to set speed, acceleration, angular speed, radius, height, and stopping distance. Targets can be specified by name, instance ID, or hierarchy path.

Why is navmesh_clear blocked in semi-auto mode?

navmesh_clear is marked as a Delete operation, so it is statically forbidden in SemiAuto mode. It can only run in Bypass mode or when explicitly added to the allowlist.