Unity 6.3 — Navigation Module Reference

Last verified: 2026-02-13 Knowledge Gap: Unity 6 NavMesh improvements


Overview

Unity 6 navigation systems:

  • NavMesh: Built-in pathfinding for AI agents
  • NavMeshComponents: Package for runtime NavMesh building

Bake Navigation Mesh

  1. Mark walkable surfaces:

    • Select GameObject (floor/terrain)
    • Inspector > Navigation > Object tab
    • Check "Navigation Static"
  2. Bake NavMesh:

    • Window > AI > Navigation
    • Bake tab
    • Click "Bake"
  3. Configure settings:

    • Agent Radius: How wide the agent is (0.5m default)
    • Agent Height: How tall the agent is (2m default)
    • Max Slope: Maximum walkable slope (45° default)
    • Step Height: Maximum climbable step (0.4m default)

Basic Agent Setup

using UnityEngine;
using UnityEngine.AI;

public class Enemy : MonoBehaviour {
    private NavMeshAgent agent;
    public Transform target;

    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }

    void Update() {
        // ✅ Move to target
        agent.SetDestination(target.position);
    }
}

NavMeshAgent agent = GetComponent<NavMeshAgent>();

// Speed
agent.speed = 3.5f;

// Acceleration
agent.acceleration = 8f;

// Stopping distance
agent.stoppingDistance = 2f; // Stop 2m before destination

// Auto-braking (slow down at destination)
agent.autoBraking = true;

// Rotation speed
agent.angularSpeed = 120f; // Degrees per second

// Obstacle avoidance
agent.obstacleAvoidanceType = ObstacleAvoidanceType.HighQualityObstacleAvoidance;

Check Path Status

void Update() {
    agent.SetDestination(target.position);

    // Check if agent has a path
    if (agent.hasPath) {
        // Check if path is complete
        if (agent.pathStatus == NavMeshPathStatus.PathComplete) {
            Debug.Log("Valid path");
        } else if (agent.pathStatus == NavMeshPathStatus.PathPartial) {
            Debug.Log("Partial path (destination unreachable)");
        } else {
            Debug.Log("Invalid path");
        }
    }

    // Check if agent reached destination
    if (!agent.pathPending && agent.remainingDistance <= agent.stoppingDistance) {
        Debug.Log("Reached destination");
    }
}

Calculate Path (Don't Move Yet)

NavMeshPath path = new NavMeshPath();
agent.CalculatePath(targetPosition, path);

if (path.status == NavMeshPathStatus.PathComplete) {
    // Valid path exists
    agent.SetPath(path); // Apply the path
}

Define Areas

Window > AI > Navigation > Areas tab

  • Walkable: Cost 1 (default)
  • Not Walkable: Unwalkable
  • Jump: Cost 2 (prefer other routes)
  • Custom: Define your own

Assign Area Costs

// Prefer shorter paths over low-cost paths
agent.areaMask = NavMesh.AllAreas; // Walk on all areas

// Only walk on "Walkable" area (avoid "Jump")
agent.areaMask = 1 << NavMesh.GetAreaFromName("Walkable");

// Add: GameObject > Add Component > NavMesh Obstacle

// Carve: Create hole in NavMesh (agents avoid)
// Don't Carve: Agent pushes through (local avoidance)

Dynamic Carving (Moving Obstacles)

NavMeshObstacle obstacle = GetComponent<NavMeshObstacle>();
obstacle.carving = true; // Create dynamic hole in NavMesh

  1. GameObject > Create Empty (at jump start)
  2. Add Off Mesh Link component
  3. Set Start/End transforms
  4. Configure:
    • Bi-Directional: Can traverse both ways
    • Cost Override: Path cost for this link
void Update() {
    // Check if agent is on an off-mesh link
    if (agent.isOnOffMeshLink) {
        // Manually traverse (e.g., play jump animation)
        StartCoroutine(TraverseOffMeshLink());
    }
}

IEnumerator TraverseOffMeshLink() {
    OffMeshLinkData data = agent.currentOffMeshLinkData;
    Vector3 startPos = agent.transform.position;
    Vector3 endPos = data.endPos;

    float duration = 0.5f;
    float elapsed = 0f;

    while (elapsed < duration) {
        agent.transform.position = Vector3.Lerp(startPos, endPos, elapsed / duration);
        elapsed += Time.deltaTime;
        yield return null;
    }

    agent.CompleteOffMeshLink(); // Resume normal pathfinding
}

Installation

  1. Window > Package Manager
  2. Add from Git URL: com.unity.ai.navigation

Runtime NavMesh Baking

using Unity.AI.Navigation;

public class NavMeshBuilder : MonoBehaviour {
    public NavMeshSurface surface;

    void Start() {
        // Bake NavMesh at runtime
        surface.BuildNavMesh();
    }

    void UpdateNavMesh() {
        // Update NavMesh after terrain changes
        surface.UpdateNavMesh(surface.navMeshData);
    }
}

Common Patterns

Patrol Between Waypoints

public Transform[] waypoints;
private int currentWaypoint = 0;

void Update() {
    if (!agent.pathPending && agent.remainingDistance < 0.5f) {
        // Reached waypoint, move to next
        currentWaypoint = (currentWaypoint + 1) % waypoints.Length;
        agent.SetDestination(waypoints[currentWaypoint].position);
    }
}

Chase Player

public Transform player;
public float chaseRange = 10f;

void Update() {
    float distance = Vector3.Distance(transform.position, player.position);

    if (distance <= chaseRange) {
        agent.SetDestination(player.position);
    } else {
        agent.ResetPath(); // Stop moving
    }
}

Flee from Player

public Transform player;
public float fleeRange = 5f;

void Update() {
    float distance = Vector3.Distance(transform.position, player.position);

    if (distance <= fleeRange) {
        // Run away from player
        Vector3 fleeDirection = transform.position - player.position;
        Vector3 fleeTarget = transform.position + fleeDirection.normalized * 10f;

        agent.SetDestination(fleeTarget);
    }
}

Debugging

  • Window > AI > Navigation > Bake tab
  • Check "Show NavMesh" to visualize walkable areas

Agent Path Gizmos

void OnDrawGizmos() {
    if (agent != null && agent.hasPath) {
        Gizmos.color = Color.green;
        Vector3[] corners = agent.path.corners;

        for (int i = 0; i < corners.Length - 1; i++) {
            Gizmos.DrawLine(corners[i], corners[i + 1]);
        }
    }
}

Performance Tips

  • Limit Obstacle Avoidance Quality: Use LowQualityObstacleAvoidance for distant agents
  • Update Frequency: Don't call SetDestination() every frame if target hasn't moved
  • Area Masks: Limit walkable areas to reduce pathfinding search space
  • NavMesh Tiles: Use tiled NavMesh for large worlds (NavMeshComponents package)

Sources

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