Navigation for agents that walk on any surface: floors, walls, ceilings, roofs and tunnels. Wrap around edges, jump gaps, climb ledges, and combine with Unity NavMesh.Omni Nav is navigation for agents that walk on any surface. Spiders on ceilings, robots climbing walls, creatures running across roofs, through tunnels and along the undersides of platforms: Omni Nav bakes your level into a surface graph, finds paths that fold from one face to the next, and moves agents along them while keeping their "up" aligned with whatever they are standing on.Unity's NavMesh only walks on floors. Omni Nav walks everywhere, and when you want both it works together with NavMesh in hybrid mode, so floor agents and wall-walkers share one level.You decide where agents may go. Mark which faces of an object are walkable: keep agents off the back of a wall, but let them wrap from a ceiling around the edge and up onto the roof. Thin slabs, ledges and edges can be wrapped around instead of ignored. It is all set with simple toggles on the Walkable Surface marker, no code needed.Jumps, drops, climbs and gates. Off-mesh links connect places the surface cannot: gap jumps, drops, ledge climbs and gates you open and close at runtime. Place them by hand with the Omni Nav Link component, create them from code, or let the bake generate them for you. Built-in movers handle every link type, with events for your own animation.Set up in one click. GameObject > Omni Nav > Set Up Scene adds a surface, bakes it and places an agent. The Setup and Validation window checks your scene and fixes common problems with a button. Baked data lives in its own asset next to the scene, with progress, cancel and out-of-date warnings.Fast and production-ready. An allocation-free A* search, a time-budgeted path request queue for crowds, multi-goal queries, dynamic obstacles and a SteerOnly mode that drives your own character controller. Built-in, URP and HDRP are all supported, and no extra packages are required.See it in action. The Hero Showcase tours walls, ceilings, pillars, the roof and a mezzanine; the Feature Gallery has a station for every feature; the Stress Test runs crowds of agents; and a click-to-move demo lets you send agents anywhere. A complete PDF manual with API reference is included.Need agents that fly? See Omni Nav 3D, which shares the same Core.Agents walk on floors, walls, ceilings, roofs, tunnels and the undersides of platformsPaths fold across faces; agents stay aligned to the surface underfootWalkable Faces: choose which sides of each object are walkableWrap Thin Edges: wrap around slabs and ledges, e.g. from a ceiling up onto the roofOff-mesh links: jumps, drops, climbs and runtime gates, hand-placed, scripted or auto-generatedHybrid mode with Unity NavMesh, including NavMesh linksOne-click scene setup plus a Setup and Validation window with Fix buttonsAllocation-free A*, time-budgeted path request queue and multi-goal queriesDynamic obstacles and a SteerOnly mode for your own character controllerBaked data assets with progress, cancel and staleness warningsBuilt-in, URP and HDRP; no extra packages requiredHero Showcase, Feature Gallery, Stress Test and click-to-move sample scenesWorks with the Input System, the legacy Input Manager or bothFull PDF manual with API reference


