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unity-ai-behaviorlisted

Use when implementing AI and NPC behavior — state machines, behavior trees, GOAP, NavMesh navigation, decision-making patterns, and when to use each approach.
TheArcForge/hades-plugin · ★ 3 · AI & Automation · score 70
Install: claude install-skill TheArcForge/hades-plugin
# Unity AI Behavior Guidance for designing and implementing NPC and AI systems in Unity 6+: choosing the right architecture for the complexity of the agent, wiring NavMesh navigation, building detection and sensing pipelines, and avoiding common performance and design traps. ## When to Apply Activate when the conversation involves: - Choosing an AI architecture (state machine vs behavior tree vs GOAP vs utility AI) - Implementing NPC patrol, chase, attack, or idle behaviors - Setting up NavMeshAgent navigation, obstacles, or off-mesh links - Building sensing systems (sight, hearing, trigger-based awareness) - Designing steering or movement behaviors (seek, flee, flocking) - Reviewing AI code that has grown large, tangled, or hard to extend - Animating NPCs whose animation state is driven by AI state Do NOT activate for purely cosmetic NPC animation, dialogue systems, or cutscene scripting — those go to `hades:animation-workflow` or the scene-authoring skill. ## Project Context Check Before making recommendations: 1. **Check existing patterns in the graph:** - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "NavMeshAgent", edgeTargetKind: "Class")` — reveals whether NavMesh navigation is already used and how agents are configured - Call `search_by_name("*AI*")` or `search_by_name("*State*")` — discovers existing AI scripts and naming conventions - Call `graph_query(edgeKind: "references", edgeTargetNamePattern: "Animator", edgeTargetKind: "Clas