First Boss Setup & NavMesh Configuration
This guide demonstrates how to clone and set up a new Boss AI entity from scratch using the Boss AI Cloner, attach custom weapons, install AI Navigation dependencies, and correctly bake NavMesh surfaces while resolving mesh carving artifacts.
1. Cloning a Boss Entity
Use the Boss AI Cloner window to duplicate an existing boss setup and apply it to a new model.
Step 1: Prepare the Model in the Scene
- Open your project, navigate to your model directory (e.g.,
Assets>Models), and drag the new boss model (e.g., Bull) into the Scene View. - Align the new model's position, rotation, and scale to match your reference boss.
- Assign the appropriate material to the new model's renderer.
Step 2: Configure the Boss AI Cloner
- Go to the top menu:
Tools>Boss AI Toolkit>Duplicate Enemy. - In the Boss AI Cloner window, configure the following fields:
| Field | Action |
|---|---|
| Source Boss | Drag and drop the reference boss object (e.g., Bull Boss). |
| Target Boss | Drag and drop your newly placed model from the Scene View. |
| New Boss Name | Enter a unique name (e.g., Bull Boss New). |
| Target Avatar | Expand the model asset in the Project tab and assign its Avatar (e.g., Bull Avatar). |
| Animator Controller | Create and assign a new Animator Controller (e.g., Bull Boss New Animator Controller). |
Step 3: Attach a Weapon
- Click Add Weapon in the cloner window.
- Select your weapon prefab (e.g.,
Spiky Weapon / Mace) and assign it to the Weapon Object slot. - Expand the Target Boss transform hierarchy, locate the right hand bone (or preferred joint), and drag it into the Weapon Socket slot.
- Click Start Cloning Configuration.
- Click OK on the success pop-up and close the cloner tab.
NOTE: Deactivate the old/reference boss object. Adjust the new weapon's Transform (Position, Rotation, Scale) and Material as needed to fit the new model correctly. All core scripts (
Enemy Ability System,Capsule Collider,NavMesh Agent, etc.) are automatically duplicated to the new entity.
2. NavMesh & AI Navigation Setup
Step 1: Install AI Navigation Package
If your NavMesh Agent displays a prompt requiring the navigation package:
1. Go to Window > Package Manager.
2. Set the registry to Unity Registry.
3. Search for AI Navigation and click Install.
Step 2: Bake Navigation Mesh
- Select the environment ground object containing the
NavMesh Surfacecomponent. - Click Bake to generate navigation data for the scene.
3. Resolving NavMesh Holes & Carving Issues
Dynamic or complex prop geometry (such as equipped weapons, stones, or player gear) can unintentionally carve unwanted holes into the baked NavMesh.
Ignore Non-Walkable Geometry
To prevent items from punching holes in the ground navigation mesh, attach a NavMesh Modifier component to each prop/weapon:
- Select the weapon or prop (e.g.,
Spiky Weapon,Stone,Pillar,Player Shield,Player Sword). - Click Add Component > search for NavMesh Modifier.
- Set Mode to Remove Object.
- Select the environment ground object containing the
NavMesh Surfacecomponent. - Click Bake to generate new navigation data for the scene.