What problem does it solve?
Navigation meshes in Unity can be time-consuming to generate and difficult to manage across scene edits, runtime agent setup, and dynamic obstacles. This Skill centralizes NavMesh baking, path calculation, agent and obstacle configuration, and build-setting inspection so developers can reliably prepare and query navigation data for AI agents.
Core Features & Use Cases
- Synchronous NavMesh baking and clearing for editor workflows where an up-to-date NavMesh is required before testing or deployment.
- Path calculation between points with area mask support and detailed results including status, distance, and corners for AI movement planning.
- Agent and Obstacle management: add and configure NavMeshAgent and NavMeshObstacle components (speed, radius, height, carving, shape) without manual inspector edits.
- Utility operations: sample nearest NavMesh positions, set area traversal costs, and retrieve build settings for consistent runtime behavior.
- Use Case: Bake the NavMesh after level geometry changes, add agents to newly spawned characters, and compute paths from NPC spawn points to player targets during playtesting.
Quick Start
Bake the NavMesh for the current scene and calculate a path from the player's position to the target position.