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 an agent discover graph assets, create empty graphs, attach and bind BehaviorGraphAgent components, and read or write blackboard variables programmatically, with structured errors when the package is missing or its API has changed. ## Core Features & Use Cases - Graph discovery and inspection: List behavior graph assets with node counts and runtime-graph state, and get per-graph structure summaries including the full blackboard variable contract. - Agent wiring: Add a BehaviorGraphAgent to a GameObject and bind a graph in one validated call, with idempotent behavior and rejection of uncompiled graphs. - Blackboard read/write: Read asset defaults or per-agent overrides, and set variables with type-aware value parsing for scalars, enums, vectors, colors, and object references. - Use Case: You are building NPC AI for a scene. Run behavior_status to confirm the package, list existing graphs, attach a BehaviorGraphAgent to each NPC with the correct graph bound, then set per-agent blackboard overrides like patrol speed or target, and verify the whole scene's wiring with behavior_agent_list. ## Quick Start Check whether the Unity Behavior package is installed and list all behavior graph assets in the project, then attach a BehaviorGraphAgent bound to one of those graphs to my NPC GameObject.