Tier 3
Series 201
201E: Navigation Systems
"A pilot doesn't memorize every tree and building; they follow a flight path. If your AI is manually moving coordinates to try and walk around a box, you are reinventing the wheel badly. A skilled Architect audits for NavMesh Agents."
The Concept: NavMesh Agents
The **NavMesh** is a pre-calculated map of where characters can walk. The **NavMeshAgent** is the pilot that steers the character along that map.
* **Baking:** Calculating the walkable surface.
* **Obstacle Avoidance:** Agents automatically steer around each other.
* **Pathfinding:** A* algorithms find the shortest route instantly.
* **Baking:** Calculating the walkable surface.
* **Obstacle Avoidance:** Agents automatically steer around each other.
* **Pathfinding:** A* algorithms find the shortest route instantly.
Red Flag Detected
The AI Trap: "The Manual Mover"
You ask the AI: "Move the enemy to the player's position."
// AI-Generated Code: The "Dumb" Walker
void Update() {
// Audit Fail: This moves in a straight line.
// It will walk through walls and get stuck on corners.
transform.position = Vector3.MoveTowards(transform.position,
player.position,
speed * Time.deltaTime);
}
This is "Dumb Movement." The AI has no awareness of the environment. It will try to walk through a mountain to get to the player.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Architect's Correction
Corrective Protocol
// Corrected: Intelligent Pathfinding
using UnityEngine.AI;
public NavMeshAgent agent;
void Update() {
// The Agent calculates the path around the mountain
agent.SetDestination(player.position);
}
Your Pilot Command
> A skilled Architect directs the AI to use Navigation. You command: "Use a NavMeshAgent to handle pathfinding and obstacle avoidance."