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Drive Unity Behavior (com.unity.behavior) behavior graphs — discover and inspect graph assets, create empty graphs, attach and bind BehaviorGraphAgent components, and read/write blackboard variables on agents or graph defaults.
Passed 18 of 20 test cases with the skill, and 6 of 20 without it.
and 16 more in the full report
13 fixed7 passed either way2 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
This benchmark measured an earlier version of the skill.
A newer attempt on gemini-3.6-flash on 10/11/2026 did not produce a publishable comparison (not comparable). The snapshot above is the previously measured run.
One of 13 test cases the skill fixed. Same model, same prompt, with and without the skill.
I want to create a new behavior graph asset at 'Assets/Behaviors/BossAI.asset'. Which skill creates the graph asset, and what default root node is automatically created?
| Checked | Without skill | With skill |
|---|---|---|
| Identifies behavior_graph_create as the skill to create the asset at the specified save path. | Missed | Passed |
| Notes that the auto-inserted root node is named Start. | Missed | Passed |
The instructions your model reads when the skill loads.
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.
behavior_status, behavior_graph_list, behavior_graph_info, behavior_agent_get, behavior_agent_list, behavior_blackboard_list) are SkillMode.SemiAuto — they run in all three modes without a grant.behavior_graph_create, behavior_agent_add, behavior_agent_set_graph, behavior_blackboard_set) are SkillMode.FullAuto — under Approval they need a user grant; under Auto / Bypass they execute directly.SkillOperation.Delete, so none is auto-forbidden in Approval / Auto mode.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.
test cases passed, vs 6 / 20 without
More skills from the same source and nearby in the registry, with their headline benchmark lift.