> For the complete documentation index, see [llms.txt](https://denvzla-estudio.gitbook.io/advanced-ai-navigation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://denvzla-estudio.gitbook.io/advanced-ai-navigation/01-welcome.md).

# 01 🧭 Welcome

![Advanced AI Navigation 2.0 - Denvzla Estudio](https://content.gitbook.com/content/gpYO1fqKkABOhl6RbVYX/blobs/H38d14SSFGrH2iiFvcD8/images/banner.png)

Advanced AI Navigation 2.0 turns objects in your scene into agents that travel along routes, follow targets, react to obstacles and make perception-based decisions. This manual takes you from your first patrol to coordinated groups navigating walkable surfaces.

**Author:** Denvzla Estudio. **Manual edition:** 1.1, October 21, 2026. **Documented feature version:** 2.0.0.

## Choose your language

Use the **English / Español** selector on the documentation website to switch manuals. In Unity, choose **Manual language** beside the documentation buttons or use **Tools > Denvzla Estudio > Advanced AI Navigation > Help > Manual language**. The editor remembers your choice and opens the matching online guide or offline PDF. English is the initial choice.

## How to use this manual

1. Start with Requirements and Your first patrol if you have never used the asset.
2. Keep the Control Center open while configuring your scene. Its lists help you find objects without searching through the Hierarchy.
3. Follow the recipe for the feature you need. Each chapter explains where to configure it, what each setting means and how to check the result.
4. If an agent behaves unexpectedly, read Diagnostics and troubleshooting before changing several settings at once.

Button and field names match the English labels in Unity. Example values assume approximately one Unity unit per meter; adapt distances to the scale of your scene.

**Manual icons:** 🧭 orientation and workflow; ▶ steps to perform; ⚙ settings; 👁 perception; ✓ verification; 💡 tips. The PDF uses vector symbols and numbering for chapters and notes, so no icon font installation is required.

## What you can build

* Patrols with stops, speed changes and events at specific points.
* Guided vehicles with acceleration, braking and anticipation of upcoming bends.
* People, animals and creatures with adjustable turning response.
* Companions that follow another object while keeping their distance.
* Agents that detect, chase, investigate and return to their patrol.
* Groups arranged in columns, lines, wedges, grids or circles.
* Agents that wait at a blockage or find a detour over a NavMesh.

> Tip: start with direct movement to understand routes. Add Unity AI Navigation when you need to calculate walkable paths around the environment.

## Scope

The asset provides movement, route authoring, configuration and simple perception decisions. Animations, attacks, damage, inventory, tire physics and passenger transport need systems from your game. Events let you connect those systems. Navigation is designed for 3D agents on surfaces; this is not a 2D path solver or a free-flight system.
