unity-npc-behavior

unity-npc-behavior is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 75 tokens per session (9,886 once invoked), scanned A, a copy of unity-npc-behavior, MIT.

A guide to structuring non-player character behavior in Unity, separating what characters sense, decide, and do.

In plain words
What is it for?
Use it to build guards, animals, crowds, factions, squads, and other NPCs with configurable perception and decision systems.
Why use it?
It helps avoid large, hard-to-test scripts and makes it easier to give different characters distinct senses, decisions, memories, relationships, and group behavior.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to build guards, animals, crowds, factions, squads, and other NPCs with configurable perception and decision systems.

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Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/unity-npc-behavior
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 unity-npc-behavior
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

Made for: Claude Code.

Wrote 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.

agentmods badge for unity-npc-behavior

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-npc-behavior.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-npc-behavior)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-npc-behavior"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-npc-behavior.svg" alt="Measured on agentmods" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 9,886 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 100% copy Near-identical to another mod 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 $0.00075 $0.09886
Opus 5 $0.00037 $0.04943
Sonnet 5 $0.00015 $0.01977
Haiku 4.5 $0.00007 $0.00989

Measured 4d ago against content hash 01a6af737203, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

unity-npc-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 4d 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

This is a copy

100% identical to unity-npc-behavior — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

examples/my-first-game/.claude/skills/unity-npc-behavior/SKILL.md · 1,272 lines

How it starts

The opening of the file, as written. The whole thing — 1,272 lines — stays where its author put it; the contents beside it link to each section on GitHub.

NPC Behavior -- Design Translation Patterns

Prerequisite skills: unity-physics-queries (perception raycasts, NonAlloc query patterns), unity-state-machines (decision FSM/BT architecture), unity-game-architecture (event bus, Service Locator, component composition)

Claude's default NPC is a single MonoBehaviour with an Update() that raycasts, decides, and moves all in one method. This is untestable and unextensible -- changing perception logic requires touching decision logic, adding a new sense means rewriting the entire method, and squad coordination is impossible when each NPC is a self-contained island. These patterns decompose NPC behavior into pluggable layers that designers can configure without programmer intervention.


PATTERN: Perception System Architecture

DESIGN INTENT: NPCs sense the world through sight, hearing, and proximity. Different NPC types have different senses -- a guard has long-range sight but poor hearing; a dog has short sight but exceptional hearing. Senses are mix-and-match components that feed a unified target list.

WRONG (Claude default):

// Raycast inside decision code -- can't swap senses, no batching, untestable
public class EnemyAI : MonoBehaviour
{
    void Update()
    {
        // Perception and decision jammed together
        var dir = (player.position - transform.position).normalized;
        if (Physics.Raycast(transform.position, dir, out var hit, 20f))
        {
            if (hit.collider.CompareTag("Player"))
            {
                // Immediately decide and act -- no separation
                Chase(hit.collider.transform);
            }
        }
    }
}

RIGHT:

/// <summary>
/// Pluggable sense interface. Each sense is a separate component on the NPC.
/// Cross-ref: unity-physics-queries for OverlapSphereNonAlloc and raycast patterns.
/// </summary>
public interface IPerceptionSense
{
    /// <summary>Evaluate targets within range. Called by PerceptionComponent on staggered schedule.</summary>
    void EvaluateTargets(Collider[] scratchBuffer, List<PerceivedTarget> results);

    /// <summary>Maximum range of this sense for broad-phase overlap sphere.</summary>
    float MaxRange { get; }
}

/// <summary>
/// Central perception hub. Collects results from all IPerceptionSense components.
/// Maintains a deduplicated KnownTargets list for the decision layer.
/// </summary>
public class PerceptionComponent : MonoBehaviour
{
    [SerializeField] private float _updateInterval = 0.2f;
    [SerializeField] private LayerMask _detectionLayers;

    private readonly List<PerceivedTarget> _knownTargets = new();
    private IPerceptionSense[] _senses;
    private readonly Collider[] _scratchBuffer = new Collider[32];

    public IReadOnlyList<PerceivedTarget> KnownTargets => _knownTargets;
}

Read the full file on GitHub · 1,272 lines

Files

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.

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. 4d ago First seen · 1,272 lines · 75 tokens per session scan A 01a6af737203

Subscribe to this mod's changes

unity-npc-behavior is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 75 tokens to every session and 9,886 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-npc-behavior, differing in 0 lines, and is treated as a copy.

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