NavMesh Drawer — Asset Store description (v2.0.0)
Paint your NavMesh directly in the Scene view. Free-form walkable areas that follow the ground and wrap around your scenery, or cuboid volumes when you need height.
Unity's modifier volumes are boxes. Your levels are not.
NavMesh Drawer lets you paint navigation areas the way you paint terrain: a continuous brush that follows slopes, climbs onto rocks and platforms, and stops where the ground stops. The result is standard Unity data — NavMeshModifier and NavMeshModifierVolume — so everything you author stays inspectable, movable, prefab-able and version-controlled. Nothing of ours runs in your build.
NavMesh Area Brush
Free-form shapes, nothing to author. A NavMeshModifierVolume is emitted by the bake as a cuboid, always — a shape can only come from geometry. The Area Brush paints geometry and tags it, which is what makes organic areas possible at all. No prefabs to model, no boxes to align.
Build the NavMesh only where you paint. In Define mode the painted footprint becomes the only geometry the surface bakes. Hand-author exactly where agents may walk, and everything you did not paint stops being walkable. One button configures the NavMeshSurface for it.
Wraps around your scenery. Point the brush at your buildings, rocks and props layer and it refuses to paint over them, following their silhouette. A clearance value keeps the margin your agents actually need to walk past a wall.
A preview that tells the truth. Every cell under the brush is coloured by what the bake will really do: brush colour where NavMesh will exist, red where it will not — ground too steep for your agent, or covered by an obstacle. You see the result before you click, not after you bake.
What you paint is what you get. Unity insets the NavMesh from the edge of walkable geometry by the agent radius, so a four-metre path normally bakes to three, and a narrow one bakes to nothing at all. NavMesh Drawer compensates for it automatically.
One object, however much you paint. The whole area for an area type is a single mesh, not a pile of volumes. Painting the same ground twice changes nothing — overlapping strokes collapse into the same footprint.
Volume Brush
For the regions the ground does not define: a hole through several floors, a bridge underpass, a plain box.
Stamps cuboid modifier volumes along the surface under the cursor, with any area type declared in your project and any agent type. Optional colliders let a painted zone double as a physical blocker. An optional marker prefab keeps volumes visible in the scene.
Built like a Unity tool
No project setup
No tag to create. No layer to reserve. No convention to follow. Point the brush at the layers you want to paint on and start.
Requirements
Documentation ships inside the package: a short README and a complete reference with recipes and troubleshooting.
Upgrading from 1.x
Mesh Painter and NavMesh Eraser are merged into the Volume Brush — they were the same tool with different defaults. Scenes painted with 1.x keep working, and the Volume Brush still finds and edits volumes created by the old version.
The Terrain tag and the NavMeshPainter layer are no longer required, and the tool no longer creates layers in your project on its own.
Claims deliberately removed from the 1.x description
Kept out because the feature does not exist in the code:
Kept out because it is unmeasured: