What problem does it solve? Wiring NPC and AI decision logic in Unity requires repetitive manual work in the editor: locating behavior graph assets, attaching BehaviorGraphAgent components, binding runtime graphs, and setting blackboard variables. This Skill automates discovery, agent wiring, and blackboard read/write operations for the com.unity.behavior package. ## Core Features & Use Cases - Graph Discovery and Inspection: List behavior graph assets with node counts and runtime state, and inspect node topology, blackboard variables, and subgraph dependencies. - Agent Wiring: Add BehaviorGraphAgent components to GameObjects and bind validated runtime graphs in a single idempotent call. - Blackboard Access: Read and set blackboard variables on graph assets or per-agent overrides, with type-aware value normalization for vectors, colors, enums, and object references. - Use Case: You are building NPC AI for a scene. Use behavior_graph_list to find your patrol graph, behavior_agent_add to attach and bind it to each NPC, then behavior_blackboard_set to configure per-agent patrol speed overrides. ## Quick Start Ask the assistant to check whether the Unity Behavior package is installed and list all behavior graph assets in the project.