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.
Replace region-based runtime pathing with interest-cluster coverage windows so active nav areas stay contiguous and spawn anchors participate in initial coverage.
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.
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.
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.
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.