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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

  1. 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.
  2. Align the new model's position, rotation, and scale to match your reference boss.
  3. Assign the appropriate material to the new model's renderer.

Step 2: Configure the Boss AI Cloner

  1. Go to the top menu: Tools > Boss AI Toolkit > Duplicate Enemy.
  2. 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

  1. Click Add Weapon in the cloner window.
  2. Select your weapon prefab (e.g., Spiky Weapon / Mace) and assign it to the Weapon Object slot.
  3. Expand the Target Boss transform hierarchy, locate the right hand bone (or preferred joint), and drag it into the Weapon Socket slot.
  4. Click Start Cloning Configuration.
  5. 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

  1. Select the environment ground object containing the NavMesh Surface component.
  2. 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:

  1. Select the weapon or prop (e.g., Spiky Weapon, Stone, Pillar, Player Shield, Player Sword).
  2. Click Add Component > search for NavMesh Modifier.
  3. Set Mode to Remove Object.
  4. Select the environment ground object containing the NavMesh Surface component.
  5. Click Bake to generate new navigation data for the scene.