What problem does it solve? Wiring NPC and AI decision logic in Unity requires repetitive manual work in the Behavior editor: discovering graph assets, attaching BehaviorGraphAgent components, binding runtime graphs, and setting blackboard variables. This Skill automates the scriptable parts of that workflow while clearly marking what still requires the editor window. ## 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 Unity bakes automatically. - Agent wiring: Add BehaviorGraphAgent components to GameObjects, bind validated runtime graphs, and audit every agent in the loaded scenes. - Blackboard access: Read and set blackboard variables on graph assets or per-agent overrides, with type-aware value parsing for vectors, colors, enums, and object references. - Use Case: When building an NPC AI system, use this Skill to confirm the com.unity.behavior package is installed, locate the patrol graph asset, attach and bind it to each NPC GameObject, then set per-agent blackboard overrides like patrol speed and target. ## Quick Start Ask the AI to check Unity Behavior package status, list available behavior graphs, and bind one to a GameObject with the correct blackboard variable values.