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 exposes graph discovery, agent binding, and blackboard read/write operations as scriptable skills, with reflection-based access that degrades gracefully when the package is missing. ## Core Features & Use Cases - Graph Discovery & 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 call, with idempotent behavior and pre-validation that prevents half-configured agents. - Blackboard Read/Write: List variables on a graph asset or an agent, then set values with automatic type coercion for scalars, vectors, colors, enums, and Unity object references. - Use Case: You are building NPC AI for a scene. Run behavior_status to confirm the package, create a graph with behavior_graph_create, author nodes in the Behavior editor window, then attach and bind agents with behavior_agent_add and tune per-agent blackboard overrides with behavior_blackboard_set. ## Quick Start Ask the AI to check whether the Unity Behavior package is installed and list all behavior graph assets in the project.