Navigation2D - Unity 2D Pathfinding

Unity Navigation2D
We are proud to present a new Editor Extension: Navigation2D.

Unity Webplayer Demo: click here

How it works

Navigation2D uses Unity's builtin Navigation system to make 2D Pathfinding possible without any axis rotations.

Usage Guide

At first we add any amount of wall Sprites to our game:
Unity Navigation2D Wall Sprites

Afterwards we select all of them and add a BoxCollider2D or a CircleCollider2D to each one:
Unity Navigation2D BoxCollider2D

Now we make them all Static:
Unity Navigation2D Static

Select Window->Navigation2D from the top menu, press Bake:
Unity Navigation2D Window

Afterwards we can see the 2D NavMesh in the Scene View:
Unity Navigation2D Full Mesh
Note: we can modify the width of the mesh by using the Agent Radius property in Unity's built-in Navigation settings.

Increase the Ground Scale property if the NavMesh should also be outside of your level:
Unity Navigation2D GroundScale

Add a player:
Unity Navigation2D Wireframe Mesh

Afterwards we can select our player and then press Add Component->Scripts->NavMeshAgent2D:
Unity Navigation2D NavMeshAgent2D
Note: we can modify the Agent settings just like in Unity's built-in NavMeshAgent.

Finally we select Add Component->New Script, name it Move and select CSharp as the language. Our new Script will simply make use of the NavMeshAgent2D's destination property:

using UnityEngine;
using System.Collections;

public class Move : MonoBehaviour {

    void Update() {
        if (Input.GetMouseButton(0)) {
            Vector3 w = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            GetComponent<NavMeshAgent2D>().destination = w;

If we press Play then we can now click into the level to make the yellow guy move:
Unity Navigation2D Wireframe Mesh

Advanced Features

Navigation2D supports a few more advanced features that we will cover here.


We can use NavMeshObstacle2D for obstacles that should block the navigation path, just like we would with Unity's built-in Navigation system. At first we select any of our wall sprites and then we select Add Component->Script->NavMeshObstacle2D in the Inspector:
NavMeshObstacle in Inspector

Make sure to adjust the Center and Size properties until they fit our Sprite. If you already have a BoxCollider2D around your sprite, then simply use the same values that the collider uses.

Our obstacle is supposed to move around, so let's also make sure that it is not static:
Obstacle that is not static

Let's also select Add Component->New Script. We will name it MoveUpDown, select CSharp as the language, open it and then add some simply code that makes our obstacle move upwards and then downwards all the time:

using UnityEngine;
using System.Collections;

public class MoveUpDown : MonoBehaviour {
    // Velocity
    public Vector2 velocity = Vector2.up;
    // Direction Change Interval
    public float interval = 1.5f;

    // Use this for initialization
    void Start () {
        // Change Direction every now and then
        InvokeRepeating("ChangeDir", interval, interval);
    // Update is called once per frame
    void Update () {
        transform.position += (Vector3)velocity * Time.deltaTime;
    void ChangeDir() {
        velocity = -velocity;

Finally we go to Window->Navigation 2D again to rebake our NavMesh. Now we can see how the obstacle in the middle is not excluded from the NavMesh anymore:
NavMesh without obstacle
Note: in other words, the area at the obstacle is now walkable by default, it only becomes unwalkable if our NavMeshObstacle2D moves there.

If we press Play then we can now see how the yellow guy navigates around our obstacle, no matter where it is:
NavMeshAgent2D in action


Navigation2D is available on the Unity Asset Store
Note: in order to respect Unity's Asset Store agreement, Navigation2D is not part of the noobtuts Premium files right now.