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.