Unity's [NavMesh](🔗) feature provides a simple way to quickly set up where an Avatar should be allowed to teleport to with a host of more advanced features should you wish to explore them.

NavMesh as it is displayed in the Scene view
# Building a NavMesh
The most basic set up requires you to simply build a NavMesh for your scene. Instructions on how to do this can be found in [Unity's NavMesh Building Guide](🔗).
# Locomotion Settings
The default NavMesh settings in the SDK's Locomotion settings are the least restrictive. For the majority of applications (from our experience) these settings can be left untouched.
## Destination Mask
The destination mask is used to specify which [NavMesh areas](🔗) the user is allowed to teleport to.
## Path Mask
The path mask can be used to restrict where a user can teleport to when there obstructions or walls that should restrict this movement.
_e.g. _Setting this property to 'Walkable' will only allow users to teleport to locations where a full path can be found from their current to target position in the 'Walkable' NavMesh area. Making use of a [NavMeshObstacle](🔗) component with 'Carve' enabled can be used to create doors or barriers that the user cannot teleport across.