diff --git a/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs b/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs
deleted file mode 100644
index 7a2e040a6b..0000000000
--- a/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs
+++ /dev/null
@@ -1,119 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.AI;
-
-namespace Unity.Netcode.Components
-{
- ///
- /// A prototype component for syncing NavMeshAgents
- ///
- [AddComponentMenu("Netcode/" + nameof(NetworkNavMeshAgent))]
- [RequireComponent(typeof(NavMeshAgent))]
- public class NetworkNavMeshAgent : NetworkBehaviour
- {
- private NavMeshAgent m_Agent;
-
- ///
- /// Is proximity enabled
- ///
- public bool EnableProximity = false;
-
- ///
- /// The proximity range
- ///
- public float ProximityRange = 50f;
-
- ///
- /// The delay in seconds between corrections
- ///
- public float CorrectionDelay = 3f;
-
- //TODO rephrase.
- ///
- /// The percentage to lerp on corrections
- ///
- [Tooltip("Everytime a correction packet is received. This is the percentage (between 0 & 1) that we will move towards the goal.")]
- public float DriftCorrectionPercentage = 0.1f;
-
- ///
- /// Should we warp on destination change
- ///
- public bool WarpOnDestinationChange = false;
-
- private void Awake()
- {
- m_Agent = GetComponent();
- }
-
- private Vector3 m_LastDestination = Vector3.zero;
- private double m_LastCorrectionTime = 0d;
-
- private void Update()
- {
- if (!IsOwner)
- {
- return;
- }
-
- if (m_Agent.destination != m_LastDestination)
- {
- m_LastDestination = m_Agent.destination;
- if (!EnableProximity)
- {
- OnNavMeshStateUpdateClientRpc(m_Agent.destination, m_Agent.velocity, transform.position);
- }
- else
- {
- var proximityClients = new List();
- foreach (KeyValuePair client in NetworkManager.ConnectedClients)
- {
- if (client.Value.PlayerObject == null || Vector3.Distance(client.Value.PlayerObject.transform.position, transform.position) <= ProximityRange)
- {
- proximityClients.Add(client.Key);
- }
- }
-
- OnNavMeshStateUpdateClientRpc(m_Agent.destination, m_Agent.velocity, transform.position, new ClientRpcParams { Send = new ClientRpcSendParams { TargetClientIds = proximityClients.ToArray() } });
- }
- }
-
- if (NetworkManager.LocalTime.Time - m_LastCorrectionTime >= CorrectionDelay) // TODO this is not aliased correctly, is this an issue?
- {
- if (!EnableProximity)
- {
- OnNavMeshCorrectionUpdateClientRpc(m_Agent.velocity, transform.position);
- }
- else
- {
- var proximityClients = new List();
- foreach (KeyValuePair client in NetworkManager.ConnectedClients)
- {
- if (client.Value.PlayerObject == null || Vector3.Distance(client.Value.PlayerObject.transform.position, transform.position) <= ProximityRange)
- {
- proximityClients.Add(client.Key);
- }
- }
-
- OnNavMeshCorrectionUpdateClientRpc(m_Agent.velocity, transform.position, new ClientRpcParams { Send = new ClientRpcSendParams { TargetClientIds = proximityClients.ToArray() } });
- }
-
- m_LastCorrectionTime = NetworkManager.LocalTime.Time;
- }
- }
-
- [ClientRpc]
- private void OnNavMeshStateUpdateClientRpc(Vector3 destination, Vector3 velocity, Vector3 position, ClientRpcParams rpcParams = default)
- {
- m_Agent.Warp(WarpOnDestinationChange ? position : Vector3.Lerp(transform.position, position, DriftCorrectionPercentage));
- m_Agent.SetDestination(destination);
- m_Agent.velocity = velocity;
- }
-
- [ClientRpc]
- private void OnNavMeshCorrectionUpdateClientRpc(Vector3 velocity, Vector3 position, ClientRpcParams rpcParams = default)
- {
- m_Agent.Warp(Vector3.Lerp(transform.position, position, DriftCorrectionPercentage));
- m_Agent.velocity = velocity;
- }
- }
-}
diff --git a/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs.meta b/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs.meta
deleted file mode 100644
index 2accb4974a..0000000000
--- a/com.unity.netcode.gameobjects/Components/NetworkNavMeshAgent.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
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