Fix the authority and world-state assumptions before implementation so runtime NavMesh work can stay consistent with the project's future DI and peer-host multiplayer model.
Update the runtime NavMesh architecture to a DI and MessagePipe sidecar model, and add reusable agent prompt templates that capture the project's current multiplayer, WebGL, and modularity constraints.
Introduce a DI-wired NavMesh sidecar for voxel chunks so world streaming stays actor-driven and world state remains the canonical source for navigation rebuilds.
Document the player-on-NavMesh movement target state, including server-side path planning, explicit nav readiness, and shared authoritative debug path previews for all clients.
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
Split VoxelWorld nav contracts into focused files and extract clustered coverage helpers so the navmesh service stays a coordinator instead of a catch-all runtime file.
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task/0023-0026-navmeshto task/0023-0028-navmeshНамана