Image to Three.js Model
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Drive Unity Behavior behavior graphs and blackboard variables
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Besty0728/Unity-Skills unity-behavior --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .claude/skills/unity-behavior && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .claude/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behaviorType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Besty0728/Unity-Skills unity-behavior --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .agents/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .agents/skills/unity-behavior && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .agents/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Besty0728/Unity-Skills unity-behavior --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .cursor/skills/unity-behavior && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .cursor/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Besty0728/Unity-Skills.git --path 'SkillsForUnity/unity-skills~/skills/behavior'--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Besty0728/Unity-Skills unity-behavior --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .gemini/skills/unity-behavior && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .gemini/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Besty0728/Unity-Skills unity-behaviorInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .github/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .github/skills/unity-behavior && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .github/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Besty0728/Unity-Skills --skill unity-behavior -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Besty0728/Unity-Skills unity-behavior --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Besty0728/Unity-Skills.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/'SkillsForUnity/unity-skills~/skills/behavior' .opencode/skills/unity-behavior && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unity-behavior" agent skill from https://github.com/Besty0728/Unity-Skills/tree/main/SkillsForUnity/unity-skills~/skills/behavior into .opencode/skills/unity-behavior/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unity-behavior", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unity-behaviorDrive Unity Behavior behavior graphs and blackboard variables
Unity Behavior is an agent skill from Besty0728/Unity-Skills. Drive Unity Behavior behavior graphs and blackboard variables
Its SKILL.md is about 3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Game Development. The repository describes itself as: AI automation skills specifically designed for Unity. The licence is MIT.
8 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 12a40e4. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unity Behavior loads about 3k tokens when it runs. Until then it costs about 19 tokens; SKILL.md has 1,437 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Besty0728/Unity-Skills at commit 12a40e4, republished under its MIT licence (© Besty0728). 1,437 words, ~2,973 tokens.
.claude/skills/unity-behavior/SKILL.md (or your agent's skills folder).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.
Routing:
BehaviorGraphAgent: this moduleanimator_*component_add works, but behavior_agent_add additionally binds the graph and validates itRuntime-first rules:
behavior_blackboard_list before behavior_blackboard_set — the variable name is case-sensitive and the declared CLR type decides which value shapes are accepted.graphAssetPath from memory; get it from behavior_graph_list.errorCode: "API_MISMATCH", the installed package version has a different member layout than this integration expects. Do not retry with different arguments — report the version mismatch and fall back to the Behavior editor window or direct .asset text editing.behavior_graph_create is empty apart from the auto-inserted Start root. Adding actual behavior nodes requires the Behavior editor window (see Limitations).behavior_statusReport 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.
behavior_graph_listList behavior graph assets with path, guid, nodeCount, variableCount, and hasRuntimeGraph. Optional filter (substring on path), folder, limit.
behavior_graph_infoStructure 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.
behavior_graph_createCreate 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.
behavior_agent_addAdd 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.
behavior_agent_getRead one agent: bound graph name and asset path, isInitialised / isStarted / isRunning, the graph's blackboard variables, and the agent-level overrides.
behavior_agent_set_graphBind graphAssetPath to an existing agent. Resolves the nested runtime graph and rejects uncompiled graphs.
behavior_agent_listEvery BehaviorGraphAgent in the loaded scenes with hierarchy path, bound graph, active/enabled flags, and run state. Optional graphFilter, includeInactive, limit.
behavior_blackboard_listList 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 the two is required.
behavior_blackboard_setSet one variable value.
| Parameter | Meaning |
|---|---|
variable | Variable name, case-sensitive. Required. |
value | New value. Accepted shapes depend on the declared type (see below). |
name / instanceId / path | GameObject locator — writes the agent-level override. |
graphAssetPath | Writes the graph asset default and rebakes the runtime blackboard; if a rebake step fails the response carries warning. |
Provide either the GameObject locator or graphAssetPath; the GameObject wins if both are given.
Returns: target ("agent" or "asset"), variable, type, the normalized value, and a note explaining where the write landed.
Supported value types and accepted input shapes:
| Declared type | Accepted value |
|---|---|
int / float / double / bool / string | JSON scalar, or a parseable string |
| enum | Member name (case-insensitive) |
Vector2 / Vector3 / Vector4 / Quaternion | [1,2,3], {"x":1,"y":2,"z":3}, or "1,2,3" |
Color | {"r":1,"g":0,"b":0,"a":1}, [1,0,0,1], or "#FF0000" |
Vector2Int / Vector3Int | Same as the float vectors, truncated |
GameObject / Component | Assets/... prefab path, scene hierarchy path, or scene object name |
Other UnityEngine.Object | Assets/... or Packages/... asset path |
Setting an unknown variable returns the available names in availableVariables.
BehaviorGraphAgent instantiates a private copy of its graph on Init(), which only happens in Play mode. This changes what reads and writes mean:
behavior_blackboard_set with a GameObject writes an agent-level override (exactly what the Inspector shows). Reads of the graph variables return the shared asset defaults, not per-agent values; the per-agent values are in the overrides array.This is why behavior_blackboard_list reports both variables and overrides for an agent.
behavior_status — confirm the package is installed.behavior_graph_list — locate the graph, or behavior_graph_create to make a new one.behavior_graph_info — confirm the node topology and read the blackboard contract.behavior_agent_add with graphAssetPath — attach and bind in one call.behavior_blackboard_list — read the exact variable names and declared types.behavior_blackboard_set — per-agent overrides, or graph-wide defaults via graphAssetPath.behavior_agent_list — verify the whole scene's agent wiring.Node-level graph editing is not supported. There is no skill to add, remove, connect, or reconfigure nodes inside a behavior graph. This is a deliberate exclusion, not an oversight:
[SerializeReference] polymorphic List<NodeModel> with PortModel cross-references, an embedded SerializableCommandBuffer, and a version-stamped NodeModelInfo cache. Writing it correctly means reproducing the package's command/dispatcher pipeline, not just setting fields.VersionTimestamp synchronization, or the asset silently desyncs from its baked runtime graph.kLatestSerializationVersion, currently 3) and has changed within the 1.0.x line. Reflection-driven topology writes would break on a patch release.Alternatives when you need node-level changes:
Window > AI > Behavior, or double-click the asset), then use this module to inspect and wire it up.asset_duplicate and rebind it, instead of building topology from nothing..asset YAML directly — load the yaml-editing advisory first for the managed-reference and fileID rules, and re-verify with behavior_graph_info afterwards.Other limitations:
behavior_graph_create produces an empty graph. Node authoring still requires the editor window.Serialize / Deserialize) are not exposed.behavior_blackboard_set against graphAssetPath changes the shared default for every agent that has no override for that variable.Init / Start / End / Restart) is not exposed; those are Play-mode runtime concerns better handled from game code.Type and member names were taken from com.unity.behavior 1.0.16 sources and cross-checked against the published Scripting API. Public surface (BehaviorGraphAgent, BehaviorGraph, BlackboardReference, Blackboard, BlackboardVariable, VariableModel) is documented and stable. Authoring surface (BehaviorAuthoringGraph, GraphAsset, BlackboardAsset, BehaviorBlackboardAuthoringAsset) is internal to the package and reached by name — a package upgrade can move it. Every such lookup is null-checked and reports API_MISMATCH rather than throwing; behavior_status shows exactly which types resolved.
Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
© Besty0728, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in SkillsForUnity/unity-skills~/skills/behavior of Besty0728/Unity-Skills.
Open the folder on GitHubat commit 12a40e4
Unity Behavior next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unity Behavior this skillBesty0728/Unity-Skills | 1.8k | — | ~3k | Automated safety check: Pass | MIT | |
| Image to Three.js Modelimg2threejs/img2threejs | 18k | 1 repos | ~8.2k | Automated safety check: Pass | Apache-2.0 | |
| Web CloneJane-xiaoer/claude-skill-web-clone | 1k | 1 repos | ~2.7k | Automated safety check: Pass | MIT | |
| Threejs Game Directormajidmanzarpour/threejs-game-skills | 2.4k | — | ~2.2k | Automated safety check: Pass | MIT | |
| Game Asset Generatorhtdt/godogen | 7.1k | — | ~2.8k | Automated safety check: Pass | MIT | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
img2threejs/img2threejs
Rebuilds the object in a reference image as a procedural, animation-ready Three.js model written entirely in code, using staged sculpting with quality checks.
Jane-xiaoer/claude-skill-web-clone
网站复刻 / 克隆方法论。USE WHEN 用户说 复刻网站、克隆网站、clone website、抄个站、仿站、 照着这个站做一个、reproduce site、还原某个网页效果、把这个站搬下来改成我的、 复刻某个交互/WebGL/Canvas/Three.js 效果。提供「先拿真源码 → 判路径 → 逆向拆解 → 搭工程 → 替换内容」的可移植决策树,覆盖静态站 /…
majidmanzarpour/threejs-game-skills
Entrypoint for building, upgrading, and finishing Three.js browser games.
htdt/godogen
Generates game art from text prompts: PNG images, GLB 3D models, rigged characters, animations and sprites, with background removal.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
CyberAgentGameEntertainment/NovaShader
Execute C with Unity APIs when existing uloop tools cannot inspect or edit enough.
Besty0728/Unity-Skills
Automate the Unity Editor through a local REST API — scripts, scenes, prefabs, assets, materials, lighting, tests and hundreds of other Editor operations.
Besty0728/Unity-Skills
Edit Unity Animator Controllers and drive runtime parameters
Besty0728/Unity-Skills
Advise on Unity gameplay and system architecture. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Unified batch and async-job orchestration. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Capture and query the Unity Editor console. An agent skill from Besty0728/Unity-Skills.
Besty0728/Unity-Skills
Automate DOTween Free/Pro at editor time. An agent skill from Besty0728/Unity-Skills.
Categories
Drive Unity Behavior behavior graphs and blackboard variables. Unity Behavior is an agent skill from Besty0728/Unity-Skills.
Unity Behavior fits situations like: game Development work in your project.
Run `npx skills add Besty0728/Unity-Skills --skill unity-behavior -a claude-code`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/behavior in Besty0728/Unity-Skills) into .claude/skills/unity-behavior in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Besty0728/Unity-Skills --skill unity-behavior -a codex`. Or copy the skill folder (SkillsForUnity/unity-skills~/skills/behavior in Besty0728/Unity-Skills) into .agents/skills/unity-behavior in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Besty0728/Unity-Skills --skill unity-behavior -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unity-behavior, .gemini/skills/unity-behavior, .github/skills/unity-behavior and .opencode/skills/unity-behavior in your project.
SKILL.md names no scripts, command-line tools or credentials: Unity Behavior is instructions for the agent only.
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unity Behavior is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unity Behavior: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.4k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Besty0728 (a GitHub user) maintains it in Besty0728/Unity-Skills, which has 1,814 GitHub stars. The repository holds 82 skills in this directory. The repository was last updated on October 6, 2026.
Source: Besty0728/Unity-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.