# AddDependency(JobHandle)

> Tells the NavMesh world to halt any changes until the specified job is completed.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Experimental.AI](/engine/6000.5/script-reference/unityengine/experimental/ai.md)
* **Assembly:** UnityEngine.AIModule

> **Warning:**
>
> **Deprecated.** The experimental NavMeshWorld struct has been deprecated. Use NavWorld instead.

```csharp
public void AddDependency(JobHandle job)
```

### Parameters

**** (\[JobHandle]\(/engine/6000.5/script-reference/unity/jobs/jobhandle)): The job that needs to be completed before the NavMesh world can be modified in any way.

### Remarks

When jobs process [NavMeshQuery](/engine/6000.5/script-reference/unityengine/experimental/ai/navmeshquery.md) operations, it is essential that the NavMesh data does not change. Thus, every time a job of that type is scheduled its [JobHandle](/engine/6000.5/script-reference/unity/jobs/jobhandle.md) must be passed to the NavMeshWorld using this method. Otherwise, an exception will be thrown when the project is running in the Editor.

Additional Resources: [IJob](/engine/6000.5/script-reference/unity/jobs/ijob.md), [IJobParallelFor](/engine/6000.5/script-reference/unity/jobs/ijobparallelfor.md)
