Behaviors are modular pieces of functionality that can be attached to object instances placed in the world. This may alter how the player interacts with the object and may add the context of new scripting nodes in the forms of methods, events, and properties.
Some objects have behaviors on them by default; a Trigger Zone, for example, spawns with a TriggerTool behavior on it. This behavior adds some nodes including an onTriggerEnter event which executes when anything enters the Trigger Zone.
You can also add behaviors to objects to expand what they do. For example, if you add the Interactable behavior to something on an island, it can be “pressed” (just like how you interact with doors, campfires, or the gacha) and it can execute certain events like onPressed.
Behaviors appear when you “edit” the an object instance by either scanning it and pressing ‘E’ or selecting it in build mode and pressing ‘E’. Any built-in behaviors will be shown here by default, and more can by added by pressing the “Add Behavior” button. Some built-in behaviors are required and cannot be removed, though they can often be modified.

An umbrella with the Health behavior applied. This lets you damage the object and destroy it!
TODO