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
- Install the AI Navigation package (Package Manager →
com.unity.ai.navigation).
- 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,
NavMeshModifiers, or agent settings change.
- 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.
- Drive it from script with
SetDestination(targetPos); the agent steers and avoids other
agents automatically. Detect arrival with remainingDistance/pathPending.
- Handle dynamic blockers with
NavMeshObstacle (carving) so closed doors/crates block
paths without a full re-bake.
- 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
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
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)
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
// 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.
5. Connect separate mesh pieces with a NavMeshLink (jumps, doors, gaps)
// Two baked surfaces that don't touch (a ledge and the floor below, two platforms across a
// gap) are separate islands — an agent can't path between them. Add Component > Navigation >
// NavMesh Link to bridge them: assign Start/End Transforms, set Width (0 = point-to-point),
// and toggle Bidirectional for one-way vs two-way. NavMeshLink lives in Unity.AI.Navigation.
// It replaces the deprecated built-in OffMeshLink (see pitfalls).
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.
- Reaching for
OffMeshLink — the built-in OffMeshLink component is deprecated in
AI Navigation 2.0 and can no longer be added from the Add Component menu. Use a
NavMeshLink (from the package, Unity.AI.Navigation) instead — it adds Transform-based
endpoints and a runtime activated property. Migrate any existing OffMeshLinks.
CalculatePath returns PathPartial — the destination sits on a different baked
island than the agent (a gap the mesh doesn't cross). Bridge the two with a NavMeshLink
(pattern 5) or extend the geometry so one surface covers both; a partial path only reaches
the near edge.
References
- Primary docs: AI Navigation package manual
(
https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/index.html),
the NavMeshLink page
(https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/NavMeshLink.html)
and its "What's new" note on the OffMeshLink deprecation
(https://docs.unity3d.com/Packages/com.unity.ai.navigation@2.0/manual/whats-new.html), plus
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.