Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
Scanned 9/5/2026
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---
name: unity-navmesh
description: >
Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface),
move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting
up pathfinding, making an enemy chase the player, baking navigation, or when the user
mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.
---
# Unity NavMesh (AI Navigation)
Give NPCs pathfinding in Unity 6.3 LTS: bake walkable surfaces and move agents around obstacles.
Targets **Unity 6.3 LTS (6000.3)** with the **AI Navigation package 2.x**.
> **Version trap (Unity 2022+/6):** the old built-in **Navigation window** (Object/Bake tabs)
> is gone. Baking is now **component-based** via the **AI Navigation package**
> (`com.unity.ai.navigation`): add a **NavMeshSurface** to your level geometry and click
> **Bake**. The *runtime* `NavMeshAgent`/`NavMesh` API stays in built-in `UnityEngine.AI`.
## When to use
- Use when an agent needs to walk/chase/patrol to a target, when baking a navigable surface,
adding dynamic blockers (`NavMeshObstacle`), or checking whether a destination is reachable.
- Use when the project has the AI Navigation package, a `NavMeshSurface` component, or scripts
using `UnityEngine.AI.NavMeshAgent`.
**When *not* to use:** the *decision* logic of when/where to move (FSMs, behaviour trees,
steering) → `game-ai` (this skill is the Unity movement/pathing mechanism). Force-driven or
kinematic movement that isn't pathfinding → `unity-physics`.
## Core workflow
1. **Install the AI Navigation package** (Package Manager → `com.unity.ai.navigation`).
2. **Bake a surface:** select the static level geometry, **Add Component → Navigation → NavMesh
Surface**, set the agent type/area settings, and click **Bake**. Re-bake whenever geometry,
`NavMeshModifier`s, or agent settings change.
3. **Add a `NavMeshAgent`** to each moving NPC; its radius/height/speed must match the baked
agent type, and it must spawn *on* the baked mesh.
4. **Drive it from script** with `SetDestination(targetPos)`; the agent steers and avoids other
agents automatically. Detect arrival with `remainingDistance`/`pathPending`.
5. **Handle dynamic blockers** with `NavMeshObstacle` (carving) so closed doors/crates block
paths without a full re-bake.
6. **Verify** with the AI Navigation overlay (the baked mesh is drawn in the Scene view) and by
watching agents path around obstacles to the goal; check `NavMeshPath.status` for
unreachable targets.
## Patterns
### 1. Chase/seek with a NavMeshAgent
```csharp
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour
{
[SerializeField] private Transform target;
private NavMeshAgent _agent;
private void Awake() => _agent = GetComponent<NavMeshAgent>();
private void Update()
{
if (target) _agent.SetDestination(target.position); // re-path toward the target
}
// Arrived? pathPending guards the first frame before a path exists.
private bool HasArrived() =>
!_agent.pathPending && _agent.remainingDistance <= _agent.stoppingDistance;
}
```
### 2. Check reachability before committing
```csharp
using UnityEngine.AI;
public bool CanReach(NavMeshAgent agent, Vector3 destination)
{
var path = new NavMeshPath();
agent.CalculatePath(destination, path);
return path.status == NavMeshPathStatus.PathComplete; // vs Partial / Invalid
}
```
### 3. Bake at runtime (for procedurally built or streamed levels)
```csharp
using Unity.AI.Navigation; // the package namespace (NavMeshSurface)
[SerializeField] private NavMeshSurface surface;
// After spawning level geometry, build the navmesh in code.
public void RebuildNav() => surface.BuildNavMesh();
```
### 4. Dynamic obstacle that carves the mesh
```csharp
// Add a NavMeshObstacle (Carve = true) to a door/crate. While present it cuts a hole in the
// navmesh so agents route around it; remove/disable it to reopen the path — no re-bake needed.
```
## Pitfalls
- **Looking for the Navigation window** — it no longer exists in Unity 6. Use the AI Navigation
package's `NavMeshSurface` component + Bake.
- **Agent doesn't move / warps to origin** — it isn't on the baked mesh, or no surface was
baked. Bake the surface and spawn the agent on it (`NavMesh.SamplePosition` to snap).
- **Agent ignores new geometry** — the navmesh is baked; runtime-spawned obstacles need a
`NavMeshObstacle` (carving) or a `surface.BuildNavMesh()` re-bake.
- **`SetDestination` every frame is wasteful** — for a slow-moving target, re-path on a timer
(e.g. every 0.2s) instead of each frame.
- **Agent radius/height mismatch** — if the `NavMeshAgent`'s size differs from the baked agent
type, it gets stuck in gaps or floats; keep them consistent.
- **Agents jitter against each other** — tune `avoidancePriority` and quality, or use an
obstacle for truly static blockers rather than relying on agent avoidance.
## References
- Primary docs: AI Navigation package manual
(`https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html`) and
`ScriptReference/AI.NavMeshAgent`, `ScriptReference/AI.NavMesh`.
## Related skills
- `game-ai` — engine-agnostic decision-making (FSM, behaviour trees, steering) that *uses* this.
- `unity-csharp-scripting` — the MonoBehaviour structure around the agent.
- `tower-defense` / `fps-shooter` — genres that compose pathfinding with gameplay.
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