What problem does it solve? Wiring Unity Behavior (com.unity.behavior) graphs to NPCs and managing blackboard variables normally requires manual editor work and deep knowledge of the package's two-object asset structure. This Skill lets you discover graph assets, create empty graphs, attach and bind BehaviorGraphAgent components, and read or write blackboard variables directly through structured skill calls. ## Core Features & Use Cases - Graph Discovery and Inspection: List behavior graph assets with node counts and runtime state, and inspect one graph's node breakdown, blackboard variables, and subgraph dependencies. - Agent Wiring: Add a BehaviorGraphAgent to any GameObject and bind a validated runtime graph in one idempotent call, then verify every agent in the scene. - Blackboard Read/Write: Read variable names and declared types from an asset or an agent, then set per-agent overrides or shared graph defaults with type-aware value parsing (vectors, colors, enums, GameObject references). - Use Case: You want to give an NPC AI-driven patrol logic. Check the package status, create or locate a behavior graph, author nodes in the Behavior editor window, attach the agent with the graph bound, then set the NPC's speed and target blackboard variables per instance. ## Quick Start Check whether the Unity Behavior package is installed, then list the behavior graphs in my project and attach one to the NPC GameObject with its blackboard variables configured.