What problem does it solve?
Wiring Unity Behavior graphs to agents and reading or writing blackboard variables from outside the editor is tedious and error-prone, especially since a graph asset contains both an authoring graph and a nested runtime graph that are easy to confuse. This Skill exposes the com.unity.behavior package through structured REST skills so AI agents can discover graphs, bind agents, and set blackboard values safely.
Core Features & Use Cases
- Graph Discovery and Inspection: List behavior graph assets with node counts, blackboard variables, and runtime graph state, or create empty graph assets that are automatically rebaked.
- Agent Wiring: Add BehaviorGraphAgent components to GameObjects and bind validated runtime graphs in one idempotent call, with scene-wide agent listing for verification.
- Blackboard Access: Read asset defaults or per-agent overrides and set variable values with type-aware input shapes for vectors, colors, enums, and object references.
- Use Case: When building NPC AI, ask the agent to list all behavior graphs, attach a BehaviorGraphAgent to each NPC with the correct graph bound, then set per-agent blackboard overrides like patrol speed or target references.
Quick Start
Ask the AI to check behavior_status, list the behavior graphs in the project, and bind one to a named NPC GameObject with a blackboard variable override.