unity-npc-behavior

Installation
SKILL.md

NPC Behavior -- Design Translation Patterns

Prerequisite skills: unity-physics-queries (perception raycasts, NonAlloc query patterns), unity-state-machines (decision FSM/BT architecture), unity-game-architecture (event bus, Service Locator, component composition)

Claude's default NPC is a single MonoBehaviour with an Update() that raycasts, decides, and moves all in one method. This is untestable and unextensible -- changing perception logic requires touching decision logic, adding a new sense means rewriting the entire method, and squad coordination is impossible when each NPC is a self-contained island. These patterns decompose NPC behavior into pluggable layers that designers can configure without programmer intervention.


PATTERN: Perception System Architecture

DESIGN INTENT: NPCs sense the world through sight, hearing, and proximity. Different NPC types have different senses -- a guard has long-range sight but poor hearing; a dog has short sight but exceptional hearing. Senses are mix-and-match components that feed a unified target list.

Related skills
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17
GitHub Stars
14
First Seen
Mar 19, 2026