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{
"description": "Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.",
"included_files": [
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"relative_path": "references/navigation-system.md",
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"name": "initialize-ai-navigation",
"skill_md_contents": "---\nname: initialize-ai-navigation\ndescription: Sets up and configures the Unity AI Navigation system — NavMesh surfaces, NavMesh agents, obstacles, links, modifiers, areas and costs. Use when creating walkable navigation meshes, adding pathfinding agents, setting up patrol routes, configuring obstacle avoidance and carving, connecting separate NavMeshes with links, coupling navigation with animation, or troubleshooting navigation issues.\n---\n\nDetermine what the user needs and guide them through navigation setup. See [navigation-system.md](references/navigation-system.md) for expanded component details, API notes, code recipes, and troubleshooting.\n\n### Passing C# to `eval`\n\n`eval` compiles a **statement block, not a file**. Two consequences, both of which cause a\ncompile error rather than a warning:\n\n- **No `using` directives.** The compiler reads `using UnityEngine;` as a resource-disposal\n statement and rejects it (`CS0210`).\n- **Types must be fully qualified.** A bare `AssetDatabase` or `Volume` does not resolve\n (`CS0246` / `CS0103`), and a bare `Object` is ambiguous with `object` (`CS0104`).\n\nWhere a snippet below is written as a file — with usings, for readability, or because it is\nmeant to be saved into the project — qualify the types before passing it to `eval`.\n\n## Routing Logic\n\n| User Says | Interpretation |\n|-----------|---------------|\n| \"add navigation\" / \"set up nav\" | Full setup: NavMeshSurface + bake + NavMeshAgent |\n| \"make this character navigate\" | Add NavMeshAgent, ensure NavMesh exists |\n| \"add pathfinding\" | NavMeshAgent + movement script |\n| \"agent won't move\" / \"path not found\" | Troubleshoot — see Troubleshooting Decision Tree in reference |\n| \"avoid obstacles\" | NavMeshObstacle with carving or avoidance |\n| \"connect two areas\" / \"jump across\" | NavMeshLink between areas |\n| \"patrol between points\" | NavMeshAgent + patrol script |\n| \"click to move\" | NavMeshAgent + raycast click-to-move script |\n| \"animate the character while navigating\" | Couple Animator with NavMeshAgent |\n| \"different agent sizes\" | Configure agent types in Navigation window |\n| \"areas and costs\" / \"restrict areas\" | NavMesh area types, modifiers, and agent area masks |\n\n## Workflow\n\n### 0. Package Installation Check\nBefore doing anything else, verify that `com.unity.ai.navigation` is installed. If it's missing,\nadd it to `Packages/manifest.json` under `dependencies` — Unity resolves it when the Editor next\nregains focus, and this needs no Editor connection:\n\n```json\n\"com.unity.ai.navigation\": \"<current 2.x version>\"\n```\n\nDon't invent the version string. Read the current one from the Unity registry —\n`https://packages.unity.com/com.unity.ai.navigation` lists every published version — or copy the version an\nadjacent Unity package in this manifest already uses. A version that doesn't exist makes\nUnity fail resolution **silently**, so a wrong guess looks like nothing happened.\n\nProceed only once it's confirmed installed. If you have a live Editor to run C# in, see\n[navigation-system.md](references/navigation-system.md) for the `Client.Add` equivalent.\n\n### 1. Pre-Flight: Assess Current Navigation Setup\nBefore making changes, inspect what already exists:\n1. Find the existing navigation components. With a connected Editor, query the live scene for\n `NavMeshSurface`, `NavMeshAgent`, `NavMeshObstacle`, `NavMeshLink` and `NavMeshModifier` — see\n the `unity-cli` skill for driving a running Editor. Without one, search the scene and prefab\n files for those component names.\n2. Check configured agent types via **Window > AI > Navigation > Agents tab**.\n3. Summarize ALL detected navigation components before proposing changes.\n\n### 2. Gather Missing Information\nBefore 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.\n\n### 3. Planning & Execution\nFollow this general order. See the Component Setup Guide in the reference for detailed step-by-step instructions per component:\n1. **NavMesh Surface** — create the walkable mesh (bake it)\n2. **NavMesh Agent** — add pathfinding characters\n3. **NavMesh Obstacle** — add dynamic obstacles\n4. **NavMesh Link** — connect disconnected NavMesh areas\n5. **NavMesh Modifier / Modifier Volume** — fine-tune area types\n6. **Scripts** — movement, patrol, click-to-move, animation coupling (see Common Recipes in reference)\n\n### 4. Validation\nAfter setup, confirm:\n- NavMesh is baked and visible (blue overlay)\n- NavMeshSurface agent type matches NavMeshAgent agent type\n- Agents have a valid path to their destination\n- Obstacles carve or obstruct correctly\n- Links have both ends connected and Activated is enabled\n- Area masks allow the intended movement\n- No conflicting components (see Mixing Components Guide in reference)\n- If using Rigidbody with NavMeshAgent, Is Kinematic is enabled\n\n### 5. Final Confirmation\nSummarize what was created or changed:\n- NavMesh Surfaces: which GameObject, agent type, geometry mode, bake status\n- NavMesh Agent(s): which GameObject, speed, stopping distance, area mask\n- NavMesh Obstacle(s): which GameObject, shape, carve on/off\n- NavMesh Link(s): start/end, bidirectional, area type\n- Scripts: which scripts attached to which GameObjects\n- Any manual steps required (adjust waypoints, re-bake after scene changes, etc.)\n"
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