tools-unity-behavior-designer

tools-unity-behavior-designer is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 29 tokens per session (3,812 once invoked), scanned A, original, MIT.

A guide to using Behavior Designer in Unity to build AI behavior trees. A behavior tree organizes decisions as conditions and actions, such as choosing whether an enemy attacks or follows the player.

In plain words
What is it for?
Use it to create custom AI tasks, shared variables, conditionals, combat behaviors, and behavior-tree debugging workflows.
Why use it?
It provides patterns for structuring complex enemy, NPC, boss, and companion behavior and for investigating why those behaviors make a decision.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to create custom AI tasks, shared variables, conditionals, combat behaviors, and behavior-tree debugging workflows.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/tools-unity-behavior-designer
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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill tools-unity-behavior-designer
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote this? Show the measurements

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README.md
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<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/tools-unity-behavior-designer"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/tools-unity-behavior-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 29 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,812 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00029 $0.03812
Opus 5 $0.00015 $0.01906
Sonnet 5 $0.00006 $0.00762
Haiku 4.5 $0.00003 $0.00381

Measured 5d ago against content hash 5dc1341d50c6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

tools-unity-behavior-designer 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 5d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/tools-unity-behavior-designer/SKILL.md · 731 lines

How it starts

The opening of the file, as written. The whole thing — 731 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Behavior Designer

Overview

Behavior Designer is a behavior tree implementation for Unity AI. This skill covers patterns for creating robust AI behaviors for enemies, NPCs, and game entities.

When to Use

  • Enemy AI behavior
  • NPC decision making
  • Boss fight patterns
  • Companion AI
  • Any complex state-based AI

Core Concepts

Behavior Tree Structure

Selector (OR logic - first success wins)
├── Sequence (AND logic - all must succeed)
│   ├── Conditional (check condition)
│   └── Action (do something)
├── Sequence
│   ├── Conditional
│   └── Action
└── Action (fallback)

Custom Tasks

Action Task

using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;

[TaskCategory("Combat")]
[TaskDescription("Attacks the current target")]
public class AttackTarget : Action
{
    [Tooltip("Reference to the ability system")]
    public SharedGameObject abilitySystemOwner;
    
    [Tooltip("The ability to activate")]
    public SharedString abilityTag;
    
    [Tooltip("Target to attack")]
    public SharedGameObject target;
    
    private IAbilitySystem _abilitySystem;
    private bool _abilityStarted;
    
    public override void OnStart()
    {
        _abilityStarted = false;
        
        if (abilitySystemOwner.Value == null)
        {
            Debug.LogError("AttackTarget: No ability system owner");
            return;
        }
        
        _abilitySystem = abilitySystemOwner.Value.GetComponent<IAbilitySystem>();
    }
    
    public override TaskStatus OnUpdate()
    {
        if (_abilitySystem == null || target.Value == null)
        {
            return TaskStatus.Failure;
        }
        
        if (!_abilityStarted)
        {
            if (!_abilitySystem.TryActivateAbilityByTag(abilityTag.Value))
            {
                return TaskStatus.Failure;
            }
            _abilityStarted = true;
        }
        
        // Check if ability is still running
        if (_abilitySystem.IsAbilityActive(abilityTag.Value))
        {
            return TaskStatus.Running;
        }
        
        return TaskStatus.Success;
    }
    
    public override void OnEnd()
    {
        // Cleanup if interrupted
        if (_abilityStarted && _abilitySystem != null)
        {
            _abilitySystem.CancelAbilityByTag(abilityTag.Value);
        }
    }
}

Read the full file on GitHub · 731 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. 5d ago First seen · 731 lines · 29 tokens per session scan A 5dc1341d50c6

Subscribe to this mod's changes

tools-unity-behavior-designer is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (18 stars, last pushed 2mo ago), licensed MIT. It adds 29 tokens to every session and 3,812 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 2026-09-03.

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