unity-behavior

A set of tools for Unity Behavior, a Unity package for building NPC and AI decision graphs, and for reading or writing their blackboard variables, which store shared decision data.

In plain words
What is it for?
Use it to discover behavior graphs, inspect agents and blackboards, connect agents to graphs, and create or modify graph-related data when the optional package is installed.
Why use it?
It removes the need to manage behavior graphs and their shared data manually when working with Unity AI logic.

Skill for Claude CodeCodex

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add skills/besty0728/unity-skills/behavior
Any agent
npx skills add Besty0728/Unity-Skills --skill behavior
Clone the repo
git clone --depth 1 https://github.com/Besty0728/Unity-Skills

Made for: Claude Code, Codex.

Per session 14 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,727 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00014 $0.02727
Opus 5 $0.00007 $0.01363
Sonnet 5 $0.00003 $0.00545
Haiku 4.5 $0.00001 $0.00273

Measured 3d ago against content hash 8d92ee1b059a, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unity-behavior scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

SkillsForUnity/unity-skills~/skills/behavior/SKILL.md · 165 lines

How it starts

The opening of the file, as written. The whole thing — 165 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Wiring NPC/AI decision logic
  • Working with behavior trees/graphs
  • Reading/writing blackboard variables
  • 搭建 NPC/AI 决策逻辑、使用行为树/行为图、读写黑板变量

Behavior Skills

Unity Behavior (com.unity.behavior, validated against 1.0.16) graph asset discovery, agent wiring, and blackboard variable access.

The package is optional and is not a declared dependency of UnitySkills. Every skill in this module reaches it through reflection; when it is absent each skill returns the same structured PACKAGE_NOT_INSTALLED response pointing at package_install.

Operating Mode

  • Query skills (behavior_status, behavior_graph_list, behavior_graph_info, behavior_agent_get, behavior_agent_list, behavior_blackboard_list) are SkillMode.SemiAuto — they run in all three modes without a grant.
  • Mutators (behavior_graph_create, behavior_agent_add, behavior_agent_set_graph, behavior_blackboard_set) are SkillMode.FullAuto — under Approval they need a user grant; under Auto / Bypass they execute directly.
  • No skill in this module carries SkillOperation.Delete, so none is auto-forbidden in Approval / Auto mode.

Prerequisites

Install the package first if behavior_status reports installed: false:

package_install  packageName="com.unity.behavior"

Installation triggers a Domain Reload; wait for it to finish, then call behavior_status again before using any other skill in this module.

The two asset types (read this before binding graphs)

A "Behavior Graph" .asset file contains two objects, and mixing them up is the most common failure:

Object Role Where it lives
BehaviorAuthoringGraph Editing representation — nodes, blackboard, story. Main asset. The .asset file itself
BehaviorGraph Baked runtime graph. What BehaviorGraphAgent.Graph actually requires. Sub-asset nested inside the same file

Read the full file on GitHub · 165 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 165 lines · 14 tokens per session scan A 8d92ee1b059a

Subscribe to this mod's changes

unity-behavior is a skill published in the GitHub repository Besty0728/Unity-Skills (1,695 stars, last pushed yesterday), licensed MIT. It adds 14 tokens to every session and 2,727 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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