awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-behavior-treesgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-behavior-trees.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00087 | $0.01607 |
| Opus 5.5 | $0.00035 | $0.00643 |
| Sonnet 5.5 | $0.00017 | $0.00321 |
| Haiku 4.5 | $0.00009 | $0.00161 |
Grade A, and why
unreal-behavior-trees 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 2d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- unreal-behavior-trees — 91% identical, 21 lines differ
How it starts
The opening of the file, as written. The whole thing — 126 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unreal Behavior Trees
Author NPC decision-making in UE5 with Behavior Trees driven by a Blackboard: structure the tree with composites, gate branches with decorators, keep state current with services, and run it from an AIController. Targets UE 5.8.
When to use
- Use when building enemy/NPC AI: creating a
BT_/BB_asset pair, structuring Selector/Sequence branches, adding decorators (conditions) and services (periodic updates), writing customBTTask/BTServicenodes, or wiring an AIController to run the tree. - Use when the project has Behavior Tree (
BT_) and Blackboard (BB_) assets and anAAIController.
When not to use: the concept of AI (FSM vs BT vs steering, cross-engine) →
game-ai. Pure navigation/pathing math is engine navmesh (BT's MoveTo uses it). Simple
one-off logic may be cheaper as a small state machine than a full tree.
Behavior Tree or StateTree? UE 5.8 ships both, and Behavior Trees are not deprecated.
StateTree is Epic's general-purpose hierarchical state machine: it combines BT-style
selection with explicit States and Transitions. If the project already uses StateTree
assets, or the AI is naturally a set of modes with clear transitions (patrol → alert →
combat), check with the user before adding a Behavior Tree next to it. Keep using Behavior
Trees where the project already has BT_/BB_ assets.
Core workflow
- Create the pair: a Blackboard (
BB_) holds typed keys (the AI's memory:TargetActor,LastKnownLocation,bIsInvestigating); a Behavior Tree (BT_) references that Blackboard. - Possess and run. An
AAIControllerpossesses the pawn and callsRunBehaviorTree(BT), which also initializes the referenced Blackboard. - Structure with composites. Selector runs children left→right until one succeeds (priority/fallback: "attack, else chase, else patrol"). Sequence runs children until one fails (do-all: "move to cover → reload → peek"). Simple Parallel runs one main task alongside a secondary.
- Gate branches with Decorators that read Blackboard keys (e.g. "Has Target?" guards the combat branch). Set Observer Aborts so the tree re-evaluates when the key changes.
- Keep the Blackboard current with Services attached to a branch — they tick periodically
(e.g. update
TargetActorvia a sight check) only while that branch is active. - Do work in Tasks, which return
Succeeded,Failed, orInProgress(latent tasks likeMoveTofinish later). - Verify with the Behavior Tree debugger during PIE — it highlights the running node and shows live Blackboard values, so you see exactly which branch executes.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago Changed · +4 lines f7e7d8afc54d
- 1mo ago Changed · +7 lines 7e65a2e5ebd4
- 1mo ago First seen · 115 lines · 87 tokens per session scan A 0c8ca83b7edb
unreal-behavior-trees is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 87 tokens to every session and 1,607 once invoked, about $0.0003 per session on Opus 5.5. 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.
Other skills, from other repositories
editor-session-quit
Save and quit an editor that a CLI session started (unity-mcp-cli exec, open --headless). Needs the session lease nonce; an editor the user opened is never closed. Used by unity-mcp-cli close.
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.
event-bus
Use when implementing decoupled communication between nodes — global EventBus autoload with typed signals.
physics-system
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+.
biome-detail-tuning
Configure and tune Unity Terrain detail (grass/flower/fern) placement for MapGenerator biomes using prefabs and noise-driven clustering. Covers the full workflow from prefab selection through noise parameter tuning to external audit verification and performance optimization. Use when: setting up detail for any biome…