unity-navmesh

Bake and query Unity NavMesh data for agent pathfinding.

Updated Aug 31, 2026
One-click install
npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-navmesh-pikachu0310
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: unity-navmesh
Source: https://github.com/pikachu0310/codex-agent-ops-public/tree/main/.agents/skills/unity-skills/skills/navmesh
Command: npx skills add https://github.com/pikachu0310/codex-agent-ops-public --skill unity-navmesh-pikachu0310

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up navigation in Unity requires baking NavMesh data, configuring NavMeshAgent and NavMeshObstacle components, and testing paths, which normally involves repetitive manual work in the Editor. This Skill exposes those operations as callable skills so an AI agent can bake, query, and tune navigation directly. ## Core Features & Use Cases - NavMesh Baking and Clearing: Bake NavMesh data synchronously or clear it, with awareness that baking blocks the Editor on large scenes. - Path Calculation and Sampling: Calculate paths between two points with corner waypoints and distances, and find the nearest valid point on the NavMesh. - Agent and Obstacle Configuration: Add and configure NavMeshAgent (speed, radius, stopping distance) and NavMeshObstacle (shape, carving) components on GameObjects. - Use Case: While building a game level, ask the agent to bake the NavMesh, verify a path exists between spawn and goal points, and adjust agent speed and area costs without opening the Navigation window. ## Quick Start Ask the agent to bake the NavMesh in the current Unity scene and then calculate a path between two world positions to verify connectivity.

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 from a script or agent?

Call the navmesh_bake skill, which synchronously bakes the NavMesh for the current scene. Be aware it blocks the Editor main thread, so large scenes may take a long time to complete.

How to calculate a path between two points on a Unity NavMesh?

Use navmesh_calculate_path with start and end coordinates and an optional area mask. It returns the path status, total distance, and an array of corner waypoints, with valid set to true only for complete paths.

Why does my NavMesh path return invalid or partial?

A PathInvalid or PathPartial status means no complete route exists between the points, often because the NavMesh was not re-baked after scene geometry changed or the target is off-mesh. Use navmesh_sample_position to find the nearest valid point on the NavMesh.

Can I configure NavMeshAgent speed and radius without the Inspector?

Yes, navmesh_add_agent adds the component to a GameObject and navmesh_set_agent sets speed, acceleration, angular speed, radius, height, and stopping distance. Target objects 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.