AI Navigation
NavMesh — add and bake NavMeshSurface, bake settings, modifiers/volumes, links, and agents + destinations.
At a glance
What the agent can do with it
Adds no MCP tools: it contributes an RQL module with the navigation source and adapters for NavMeshSurface, NavMeshModifier, NavMeshModifierVolume, NavMeshLink, NavMeshAgent. That powers 4 capabilities the agent reaches through rql-query / rql-mutate. How RQL works →
- NavMesh components
Add NavMeshSurfaces, agents, links, modifiers and modifier volumes, and edit them using agent-type and area names instead of ids.
objects | where name == "Ground" | call AddComponent("NavMeshSurface") - Bake the NavMesh
Bake or clear one surface, or every surface at once.
navigation | call BakeAll() - Bake settings & areas
Change agent radius, height and slope per agent type and voxel size per surface, and read the areas with their costs.
navigation | get agentTypes | where name == "Humanoid" | set agentRadius = 0.4, agentSlope = 40 - Move agents
In Play Mode, send NavMeshAgents to a destination, warp them, or reset their path.
objects | get components | where $ is NavMeshAgent | call SetDestination("(10, 0, 5)")
Install
Requires the base plugin com.ivanmurzak.unity.mcp. After installing, the RQL module loads with the package — the agent sees it in rql-schema.
openupm add com.ivanmurzak.unity.mcp.navigationWhen to ask the AI for it
Ask for AI pathfinding and navigation — bake a NavMesh, drop a NavMeshAgent, set a destination.
Example prompts
Copy-pasteable first requests. Start with one, verify it in the editor, then build up.
Add a NavMeshSurface to the `Level` object and bake the NavMesh.Add a NavMeshAgent to the `Enemy` and set its destination to the `Player`.