Initialize Ai Navigation

作者 unity-technologiescb1dccb8f5ad無授權條款1K 個星標收錄於 2026年10月8日更新於 2026年10月8日儲存庫今天更新

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 產生的概覽

指導設定與配置 Unity AI Navigation,包括導覽網格表面、代理、障礙物與連結。

功能
引導代理完成 Unity AI Navigation 套件的安裝、檢查現有導覽元件並規劃導覽設定。內容涵蓋導覽網格表面與烘焙、代理、障礙物、連結、修飾器以及搭配的移動指令碼。也提供驗證檢查以及所建立或變更元件的最終摘要。
適用情境
當使用者詢問 Unity 中的導覽網格、尋路、巡邏路線、點擊移動或障礙物閃避時使用。也適合排查代理無法移動或找不到路徑的問題。
執行需求
需要 Unity 專案與 com.unity.ai.navigation 套件;連接 Unity 編輯器為選用,但有助於查詢即時場景。此技能不附指令碼,只有說明與一份參考文件。

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.)

來源與署名

來源:unity-technologies/skills位於skills/initialize-ai-navigation提交cb1dccb

授權條款: 無授權條款

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