Initialize Ai Navigation

unity-technologies/skills/skills/initialize-ai-navigation

作者 unity-technologiescb1dccb8f5ad无许可证1K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库今天更新

Sets up and configures Unity AI Navigation, including NavMesh surfaces, agents, obstacles, and links. Use when the user asks about navigation meshes, pathfinding, patrol routes, or obstacle avoidance.

AI 生成的概览

指导设置和配置 Unity AI Navigation,包括导航网格表面、代理、障碍物和链接。

功能
引导代理完成 Unity AI Navigation 包的安装、检查现有导航组件并规划导航设置。内容涵盖导航网格表面与烘焙、代理、障碍物、链接、修饰器以及配套移动脚本。还提供验证检查以及所创建或更改组件的最终总结。
适用场景
当用户询问 Unity 中的导航网格、寻路、巡逻路线、点击移动或障碍物规避时使用。也适用于排查代理无法移动或找不到路径的问题。
运行要求
需要 Unity 项目和 com.unity.ai.navigation 包;连接 Unity 编辑器为可选,但有助于查询实时场景。该技能不附带脚本,只有说明和一份参考文档。

Determine what the user needs and guide them through navigation setup. See navigation-system.md [blocked] for expanded component details, API notes, code recipes, and troubleshooting.

Passing C# to eval

eval compiles a statement block, not a file. Two consequences, both of which cause a compile error rather than a warning:

  • No using directives. The compiler reads using UnityEngine; as a resource-disposal statement and rejects it (CS0210).
  • Types must be fully qualified. A bare AssetDatabase or Volume does not resolve (CS0246 / CS0103), and a bare Object is ambiguous with object (CS0104).

Where a snippet below is written as a file — with usings, for readability, or because it is meant to be saved into the project — qualify the types before passing it to eval.

Routing Logic

User SaysInterpretation
"add navigation" / "set up nav"Full setup: NavMeshSurface + bake + NavMeshAgent
"make this character navigate"Add NavMeshAgent, ensure NavMesh exists
"add pathfinding"NavMeshAgent + movement script
"agent won't move" / "path not found"Troubleshoot — see Troubleshooting Decision Tree in reference
"avoid obstacles"NavMeshObstacle with carving or avoidance
"connect two areas" / "jump across"NavMeshLink between areas
"patrol between points"NavMeshAgent + patrol script
"click to move"NavMeshAgent + raycast click-to-move script
"animate the character while navigating"Couple Animator with NavMeshAgent
"different agent sizes"Configure agent types in Navigation window
"areas and costs" / "restrict areas"NavMesh area types, modifiers, and agent area masks

Workflow

0. Package Installation Check

Before doing anything else, verify that com.unity.ai.navigation is installed. If it's missing, add it to Packages/manifest.json under dependencies — Unity resolves it when the Editor next regains focus, and this needs no Editor connection:

json
"com.unity.ai.navigation": "<current 2.x version>"

Don't invent the version string. Read the current one from the Unity registry — https://packages.unity.com/com.unity.ai.navigation lists every published version — or copy the version an adjacent Unity package in this manifest already uses. A version that doesn't exist makes Unity fail resolution silently, so a wrong guess looks like nothing happened.

Proceed only once it's confirmed installed. If you have a live Editor to run C# in, see navigation-system.md [blocked] for the Client.Add equivalent.

1. Pre-Flight: Assess Current Navigation Setup

Before making changes, inspect what already exists:

  1. Find the existing navigation components. With a connected Editor, query the live scene for NavMeshSurface, NavMeshAgent, NavMeshObstacle, NavMeshLink and NavMeshModifier — see the unity-cli skill for driving a running Editor. Without one, search the scene and prefab files for those component names.
  2. Check configured agent types via Window > AI > Navigation > Agents tab.
  3. Summarize ALL detected navigation components before proposing changes.

2. Gather Missing Information

Before creating components, ensure the user has specified: walkable surfaces, agent type/size, agent behavior, obstacles, links, and area/cost requirements. Ask if anything is unclear. See the Information Gathering Checklist in the reference for full details.

3. Planning & Execution

Follow this general order. See the Component Setup Guide in the reference for detailed step-by-step instructions per component:

  1. NavMesh Surface — create the walkable mesh (bake it)
  2. NavMesh Agent — add pathfinding characters
  3. NavMesh Obstacle — add dynamic obstacles
  4. NavMesh Link — connect disconnected NavMesh areas
  5. NavMesh Modifier / Modifier Volume — fine-tune area types
  6. Scripts — movement, patrol, click-to-move, animation coupling (see Common Recipes in reference)

4. Validation

After setup, confirm:

  • NavMesh is baked and visible (blue overlay)
  • NavMeshSurface agent type matches NavMeshAgent agent type
  • Agents have a valid path to their destination
  • Obstacles carve or obstruct correctly
  • Links have both ends connected and Activated is enabled
  • Area masks allow the intended movement
  • No conflicting components (see Mixing Components Guide in reference)
  • If using Rigidbody with NavMeshAgent, Is Kinematic is enabled

5. Final Confirmation

Summarize what was created or changed:

  • NavMesh Surfaces: which GameObject, agent type, geometry mode, bake status
  • NavMesh Agent(s): which GameObject, speed, stopping distance, area mask
  • NavMesh Obstacle(s): which GameObject, shape, carve on/off
  • NavMesh Link(s): start/end, bidirectional, area type
  • Scripts: which scripts attached to which GameObjects
  • Any manual steps required (adjust waypoints, re-bake after scene changes, etc.)

来源与署名

来源:unity-technologies/skills位于skills/initialize-ai-navigation提交cb1dccb

许可证: 无许可证

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