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Unity Navmesh

CommunityPopular
Besty0728
unity-navmesh

Bake and query Unity NavMesh

Overview

PublisherBesty0728
RepositoryUnity-Skills
Skill nameunity-navmesh
Stars
1.8K
Forks
164
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by Besty0728 on GitHub. Read the source before you install it.

Installation

Install the Unity Navmesh AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.

Use it in TypingMind

Enable Unity Navmesh in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unity Navmesh on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unity Navmesh is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Setting up navigation
  • Baking a NavMesh
  • Testing agent paths
  • Tuning bake parameters
  • 搭建导航、烘焙 NavMesh、测试 Agent 路径、调整烘焙参数

NavMesh Skills

Bake / clear NavMesh data, calculate paths, sample positions, and configure NavMeshAgent / NavMeshObstacle components.

Operating Mode

  • Approval:查询类 skill(navmesh_calculate_path / navmesh_sample_position / navmesh_get_settings,源码标 SkillMode.SemiAuto)直接执行;变更类(navmesh_bake / navmesh_add_agent / navmesh_set_agent / navmesh_add_obstacle / navmesh_set_obstacle / navmesh_set_area_cost,标 SkillMode.FullAuto)需用户 grant,grant 后服务端一步执行返结果。
  • Auto / Bypass:所有未被禁列表拦截的 skill 直接执行。
  • 本模块含 Delete 类 skillnavmesh_clear 标记为 SkillOperation.Delete,会被 IsForbiddenInSemi 静态拦截 —— 仅 Bypass 模式或将其加入 Allowlist 才能调用。
  • navmesh_bake 同步阻塞主线程;大场景可能很慢,调用前提醒用户。

DO NOT (common hallucinations):

  • navmesh_create does not exist → use navmesh_bake to generate NavMesh
  • navmesh_add_agent_component / navmesh_set_agent_speed do not exist → use navmesh_add_agent + navmesh_set_agent (convenience wrappers), or component_add/component_set_property for full control
  • NavMesh must be re-baked after scene geometry changes

Routing:

  • For NavMeshAgent/NavMeshObstacle components → use component module
  • For path calculation → navmesh_calculate_path (this module)

Skills

navmesh_bake

Bake the NavMesh (Synchronous). Warning: blocks the Editor, can be slow on large scenes. Parameters: None.

navmesh_clear

Clear the NavMesh data. Parameters: None.

navmesh_calculate_path

Calculate a path between two points. Parameters:

  • startX, startY, startZ (float): Start position.
  • endX, endY, endZ (float): End position.
  • areaMask (int, optional): NavMesh area mask.

Returns: { status, valid, distance, cornerCount, corners }

  • status: NavMeshPathStatus string (PathComplete / PathPartial / PathInvalid)
  • valid: true only when status == "PathComplete"
  • distance: total path length (0 for invalid paths)
  • cornerCount: number of corner points in corners
  • corners: array of {x, y, z} waypoints (empty when no path)

navmesh_add_agent

Add NavMeshAgent component to an object.

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path

Returns: { success, gameObject }

navmesh_set_agent

Set NavMeshAgent properties (speed, acceleration, radius, height, stoppingDistance).

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path
speedfloatNonullAgent movement speed
accelerationfloatNonullAgent acceleration
angularSpeedfloatNonullAgent angular speed
radiusfloatNonullAgent radius
heightfloatNonullAgent height
stoppingDistancefloatNonullDistance to stop before target

Returns: { success, gameObject, speed, radius }

navmesh_add_obstacle

Add NavMeshObstacle component to an object.

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path
carveboolNotrueEnable carving

Returns: { success, gameObject, carving }

navmesh_set_obstacle

Set NavMeshObstacle properties (shape, size, carving).

ParameterTypeRequiredDefaultDescription
namestringNonullGameObject name
instanceIdintNo0GameObject instance ID
pathstringNonullGameObject hierarchy path
shapestringNonullObstacle shape (e.g. Box, Capsule)
sizeXfloatNonullObstacle size X
sizeYfloatNonullObstacle size Y
sizeZfloatNonullObstacle size Z
carvingboolNonullEnable carving

Returns: { success, gameObject, shape, carving }

navmesh_sample_position

Find nearest point on NavMesh.

ParameterTypeRequiredDefaultDescription
xfloatYes-Source position X
yfloatYes-Source position Y
zfloatYes-Source position Z
maxDistancefloatNo10Maximum search distance

Returns: { success, found, point: { x, y, z }, distance }

navmesh_set_area_cost

Set area traversal cost.

ParameterTypeRequiredDefaultDescription
areaIndexintYes-NavMesh area index
costfloatYes-Traversal cost value

Returns: { success, areaIndex, cost }

navmesh_get_settings

Get NavMesh build settings.

Parameters: None.

Returns: { success, agentRadius, agentHeight, agentSlope, agentClimb }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Frequently asked questions

What does the Unity Navmesh AI skill do?

Bake and query Unity NavMesh

Why use Unity Navmesh on TypingMind?

Because you install it once and use it with any model. Unity Navmesh is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unity Navmesh in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/navmesh. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unity Navmesh?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unity Navmesh?

As many as you like. As long as a model supports skills, you can use Unity Navmesh with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unity Navmesh AI skill free?

Yes. It is published on GitHub by Besty0728 under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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