# Navigation bounding boxes Beginner Level designer Programmer **Navigation bounding boxes** define the area that [navigation meshes](navigation-meshes.md) cover. You can use them to create smaller navigation areas in your scene, rather than having a mesh cover the entire scene. The Scene Editor displays the bounding box as a blue outline. ![Bounding box shown](media/navigation-bounding-box-on.jpg) ## Create a navigation bounding box To create a navigation bounding box, add a **navigation bounding box component** to an entity. 1. In the scene, select the entity you want to contain the bounding box, or create a new entity. 2. With the entity selected, in the **Property Grid**, click **Add component** and select **Navigation bounding box**. ![Add navigation bounding box](media/add-navigation-bounding-box.png) Game Studio adds a navigation bounding box to the entity. 3. Under the **Navigation bounding box** component properties, use the **XYZ** values to set the size of the bounding box. ![Navigation bounding box properties](media/navigation-bounding-box-properties.png) 4. Use the entity's **transform component** to position the bounding box in your scene. ## Show or hide the bounding box in the Scene Editor In the Scene Editor toolbar, open the **gizmo options** menu and use the **Navigation bounding box** checkbox. ![Navigation bounding box checkbox](media/navigation-bounding-box-checkbox.png) | Bounding box hidden | Bounding box shown (note blue box outline) |----------------------|------------ |![Bounding box hidden](media/navigation-bounding-box-off.jpg)| ![Bounding box shown](media/navigation-bounding-box-on.jpg) ## See also * [Navigation groups](navigation-groups.md) * [Navigation meshes](navigation-meshes.md) * [Navigation components](navigation-components.md) * [Dynamic navigation](dynamic-navigation.md)