addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Drive Unity Behavior behavior graphs and blackboard variables
$ npx -y skills add Besty0728/Unity-Skills --skill behavior --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/behaviorContext preview
The summary Claude sees to decide when to auto-load this skill.
Drive Unity Behavior behavior graphs and blackboard variables
name: unity-behavior description: Drive Unity Behavior behavior graphs and blackboard variables
> **Before calling any skill in this module:** if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via `GET /skills/recommend?includeSchema=true`) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Unity Behavior (`com.unity.behavior`, validated against 1.0.16) graph asset discovery, agent wiring, and blackboard variable access.
The package is **optional** and is not a declared dependency of UnitySkills. Every skill in this module reaches it through reflection; when it is absent each skill returns the same structured `PACKAGE_NOT_INSTALLED` response pointing at `package_install`.
Install the package first if `behavior_status` reports `installed: false`:
package_install packageName="com.unity.behavior"
Installation triggers a Domain Reload; wait for it to finish, then call `behavior_status` again before using any other skill in this module.
A "Behavior Graph" `.asset` file contains **two** objects, and mixing them up is the most common failure:
| Object | Role | Where it lives | |--------|------|----------------| | `BehaviorAuthoringGraph` | Editing representation — nodes, blackboard, story. Main asset. | The `.asset` file itself | | `BehaviorGraph` | Baked runtime graph. What `BehaviorGraphAgent.Graph` actually requires. | Sub-asset nested inside the same file |
Skills in this module always take the **file path** (`graphAssetPath` / `assetPath`) and resolve the correct object internally — you never address the sub-asset directly. `behavior_agent_set_graph` finds the nested `BehaviorGraph` for you and refuses the bind with `RUNTIME_GRAPH_MISSING` when the graph has never been compiled.
**Routing**:
**Runtime-first rules**:
Report package availability: `installed`, `version`, which core types resolved, project graph asset count, and scene agent count. Safe to call when the package is missing — this is the one skill that answers instead of erroring.
List behavior graph assets with `path`, `guid`, `nodeCount`, `variableCount`, and `hasRuntimeGraph`. Optional `filter` (substring on path), `folder`, `limit`.
Structure summary for one graph asset: node count with a per-type breakdown, individual nodes (id / type / position, capped by `maxNodes`), root count, the full blackboard variable list with types and default values, subgraph dependencies, and runtime graph state.
Create an empty `BehaviorAuthoringGraph` at `savePath` and force a reimport so Unity bakes the blackboard, the runtime `BehaviorGraph` sub-asset, the debug info sub-asset, and the mandatory `Start` root. Returns `hasRuntimeGraph`; a `warning` is returned when baking did not happen and the graph must be opened once in the editor window.
Add a `BehaviorGraphAgent` to a GameObject (`name` / `instanceId` / `path`), optionally binding `graphAssetPath` in the same call. The graph is resolved and validated **before** the component is added, so a bad path never leaves a half-configured agent. Idempotent — an existing agent is reused and reported via `componentAdded: false`.
Read one agent: bound graph name and asset path, `isInitialised` / `isStarted` / `isRunning`, the graph's blackboard variables, and the agent-level overrides.
Bind `graphAssetPath` to an existing agent. Resolves the nested runtime graph and rejects uncompiled graphs.
Every `BehaviorGraphAgent` in the loaded scenes with hierarchy path, bound graph, active/enabled flags, and run state. Optional `graphFilter`, `includeInactive`, `limit`.
List blackboard variables. Pass `graphAssetPath` to read the **asset's** authoring defaults (`source: "asset"`), or a GameObject locator to read an **agent's** graph variables plus its overrides (`source: "agent"`). One of
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)