Unity 6.3 LTS pathfinding with the AI Navigation package: NavMeshSurface baking, NavMeshAgent, NavMeshLink jumps and runtime rebakes. Use when a Unity enemy should chase or patrol, an agent will not move or warps, a path is partial, or the Bake tab is missing. Not for deciding when NPCs move (`game-ai`, `ai-behavior-trees-utility-ai`) or force-driven movement (`unity-physics`).
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---
name: unity-navmesh
description: >
Unity 6.3 LTS pathfinding with the AI Navigation package: NavMeshSurface baking, NavMeshAgent,
NavMeshLink jumps and runtime rebakes. Use when a Unity enemy should chase or patrol, an agent
will not move or warps, a path is partial, or the Bake tab is missing. Not for deciding when
NPCs move (`game-ai`, `ai-behavior-trees-utility-ai`) or force-driven movement
(`unity-physics`).
---
# Unity NavMesh (AI Navigation)
Give NPCs pathfinding in Unity 6.3 LTS (6000.3) with the AI Navigation package 2.0: bake
walkable surfaces, move agents around obstacles, and prove the mesh and paths exist by reading
them back.
> **Version trap:** the old built-in Navigation window (Object and Bake tabs, the "Navigation
> Static" flag) is gone. Baking is component-based: a `NavMeshSurface`
> (`Unity.AI.Navigation`, package `com.unity.ai.navigation`) holds the bake settings and the
> baked data. The package's **Window > AI > Navigation** only edits agent types and areas.
> The runtime API (`NavMeshAgent`, `NavMesh`, `NavMeshObstacle`) stays in `UnityEngine.AI`.
## When to use
- An agent needs to walk, chase or patrol to a target; a level needs a baked surface;
doors or crates should block paths at runtime; you need to know whether a target is
reachable.
- The project has `com.unity.ai.navigation`, a `NavMeshSurface`, or scripts using
`UnityEngine.AI`.
**When not to use:** the decision of when and where to move → `game-ai` or
`ai-behavior-trees-utility-ai`; force-driven or kinematic movement that is not pathfinding →
`unity-physics`. If Unity's official `initialize-ai-navigation` skill is installed and an
Editor is connected, it can add and bake the components for you; this skill still owns the
agent code and the checks.
## Workflow
1. **Gate on the package.** Look for `com.unity.ai.navigation` in
`Packages/packages-lock.json`, not only `manifest.json`: a package the Editor has not
resolved yet produces the same "type not found" errors as one that was never added. If it
is missing, ask before adding it to `manifest.json`.
2. **Take inventory before adding anything.** Grep the scenes for `NavMeshSurface`,
`NavMeshAgent`, `NavMeshObstacle`, `NavMeshLink` and the deprecated `OffMeshLink`. Agent
types (radius, height, step, slope) and area names live in
`ProjectSettings/NavMeshAreas.asset` (`m_Settings`, `areas`).
3. **Bake the surface.** Pick one path:
- Unity CLI with a ready Editor: `unity command navmesh bake_surfaces` (the plain
`navmesh bake` command is the old built-in bake, not `NavMeshSurface`).
- Procedural or streamed levels: call `surface.BuildNavMesh()` after the geometry exists
(pattern 3). Nothing is saved to disk.
- Otherwise ask the user to select the GameObject with the `NavMeshSurface` and press
**Bake**, then confirm from the file (step 6).
Re-bake whenever geometry, `NavMeshModifier`s or agent settings change.
4. **Add a `NavMeshAgent`** whose agent type matches the baked one, spawned on the mesh.
Drive it with `SetDestination`; detect arrival with `pathPending` and `remainingDistance`.
5. **Block paths at runtime** with `NavMeshObstacle` and `carving = true` instead of a rebake.
Bridge separate islands (ledges, gaps) with a `NavMeshLink`.
6. **Verify** with the checks below.
## Patterns
### 1. Chase with a re-path timer
```csharp
using UnityEngine;
using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))]
public class Chaser : MonoBehaviour
{
[SerializeField] private Transform target;
[SerializeField] private float repathInterval = 0.2f;
private NavMeshAgent _agent;
private float _nextRepath;
private void Awake() => _agent = GetComponent<NavMeshAgent>();
private void Update()
{
if (!target || Time.time < _nextRepath) return;
_nextRepath = Time.time + repathInterval;
_agent.SetDestination(target.position);
}
// pathPending guards the frames before the first path exists.
public bool HasArrived() =>
!_agent.pathPending && _agent.remainingDistance <= _agent.stoppingDistance;
}
```
### 2. Check reachability before committing
```csharp
public static bool CanReach(NavMeshAgent agent, Vector3 destination)
{
var path = new NavMeshPath();
agent.CalculatePath(destination, path);
return path.status == NavMeshPathStatus.PathComplete; // Partial means another island
}
```
### 3. Bake at runtime and bridge a gap
```csharp
using Unity.AI.Navigation;
using UnityEngine;
public class LevelNav : MonoBehaviour
{
[SerializeField] private NavMeshSurface surface;
// Call after spawning the level geometry.
public void Rebuild() => surface.BuildNavMesh();
// One-way drop from a ledge to the floor below.
public NavMeshLink AddDrop(Vector3 ledge, Vector3 landing)
{
var link = gameObject.AddComponent<NavMeshLink>();
// Points are local to this GameObject; the link ignores its scale.
Quaternion toLocal = Quaternion.Inverse(transform.rotation);
link.startPoint = toLocal * (ledge - transform.position);
link.endPoint = toLocal * (landing - transform.position);
link.width = 1f;
link.bidirectional = false;
return link;
}
}
```
## Verify
Say which path you used.
- **Unity CLI with a ready Editor:** after the bake, read the mesh and a real path back:
```bash
unity command script eval --code 'var t = UnityEngine.AI.NavMesh.CalculateTriangulation(); return "triangles=" + t.indices.Length / 3;'
unity command script eval --code 'var p = new UnityEngine.AI.NavMeshPath(); UnityEngine.AI.NavMesh.CalculatePath(GameObject.Find("Enemy").transform.position, GameObject.Find("Player").transform.position, UnityEngine.AI.NavMesh.AllAreas, p); return p.status.ToString();'
```
Zero triangles means nothing is baked or loaded. In Play mode, also read
`agent.isOnNavMesh` and `agent.pathStatus` for each agent. Find current command names with
`unity command --query navmesh`.
- **No CLI:** a baked surface stores a reference in the scene file. Grep the `.unity` for the
surface's `m_NavMeshData:` line; `{fileID: 0}` means it was never baked or was cleared, and a
`guid:` means baked data exists (check that asset file is present). Then write a PlayMode
test that loads the scene, calls `NavMesh.CalculatePath` between two known points and
asserts `PathComplete`; run it as described in `unity-csharp-scripting`.
- **Behavior you cannot assert:** ask the user to press Play and report whether each agent
reaches the target and roughly how long it takes.
## Gotchas
- **Looking for the Bake tab or Navigation Static.** Removed with AI Navigation 2.0. Bake
from a `NavMeshSurface`.
- **Agent does not move or warps to the origin.** It is not on the baked mesh, or no surface
is baked or enabled (only enabled surfaces on active GameObjects load their data). Snap the
spawn with `NavMesh.SamplePosition` and move it with `agent.Warp`, not the Transform.
- **`PathPartial`.** The target is on another island. Add a `NavMeshLink` or extend the
geometry so one surface covers both; a partial path only reaches the near edge.
- **Agents ignore new geometry.** The mesh is baked data. Runtime props need a carving
`NavMeshObstacle` or a `BuildNavMesh()`.
- **An NPC with a Rigidbody jitters or drifts.** The agent and a non-kinematic `Rigidbody`
both move the Transform. Make the body kinematic while the agent is in control.
- **An agent with a `NavMeshObstacle` on the same GameObject spins or slides.** It avoids
itself. Enable only one at a time, for example switch the agent off and the obstacle on
when the NPC stops for good.
- **Agent size does not match the baked agent type.** It gets stuck in gaps or floats. Keep
the agent's type, radius and height consistent with the surface's agent type.
- **`OffMeshLink` in old scenes.** Deprecated in AI Navigation 2.0 and gone from the Add
Component menu. Replace it with `NavMeshLink`, which adds Transform endpoints and an
`activated` flag.
- **`SetDestination` every frame for many agents.** Wasted path queries; re-path on a timer
(pattern 1) or when the target moved more than a threshold.
- **Agents jitter against each other.** Tune `avoidancePriority` and the obstacle avoidance
quality, or use an obstacle for blockers that never move.
## References
- AI Navigation manual: https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html
(read the `NavMeshSurface`, `NavMeshLink` and "Use NavMesh Agent with other components"
pages when changing bake settings or mixing agents with physics).
## Related skills
- `game-ai`: engine-neutral decisions (FSM, steering, perception) that use this movement.
- `unity-csharp-scripting`: the MonoBehaviour around the agent, test assemblies and the
`.meta` checker.
- `tower-defense`, `fps-shooter`: genres that combine pathfinding with gameplay.
## Version notes
Last verified: 2026-11-11.
- AI Navigation 2.0.16 (released 2026-10-07) is the latest 2.0 package for Unity 6000.0 and
later, per the Unity package registry (https://packages.unity.com/com.unity.ai.navigation).
`NavMeshSurface.m_NavMeshData`, `NavMeshLink` properties and `BuildNavMesh` were checked in
the 2.0.16 package source.
- `OffMeshLink` deprecation: https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html
- `navmesh bake_surfaces` is a `com.unity.pipeline` 1.0.0-pre.1 command (pre-release):
https://docs.unity3d.com/Packages/com.unity.pipeline@1.0/manual/index.html
- Runtime API checked in the Unity C# reference source at tag 6000.3.28f1,
`Modules/AI/` (`NavMesh.CalculateTriangulation`, `CalculatePath`, `SamplePosition`,
`NavMeshAgent.isOnNavMesh`).