unity-ai-behaviorlisted
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