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Bit Quirky Behavior Trees and
State Machines

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v0.6.0
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Learn by doing

Learn Behavior Trees and State Machines by building. Four short tutorials put a graph on an object in your own scene and run it, then six common behaviors show the graph shapes the sample games use.

Every tutorial here ends in Play Mode with something you can watch. Work through them in order and you will have bound a method, added modes, reached four kinds of member, and read a running graph, inside one afternoon.

New to the asset? Start here explains what it does for a game before you install anything.

  1. Your first behavior tree: one node calls a method on your own component and an object crosses the scene.
  2. Your first state machine: that object gets two modes and hands off when its work finishes.
  3. Your first binding: a method, a property gate, an event wait, and a message, on twenty lines of C#.
  4. Watch it run: Live colors, the values behind a decision, pause and step one follower.

Six graph shapes lifted from the sample games, each naming the graph file it comes from.

  • Behavior trees: results, ordering, and what a node reports.
  • Reuse a branch: one graph composed inside another.
  • Blackboard: where a graph’s values live.
  • Bindings: how those values reach the code you wrote.
  • Faults: what happens when a bound member throws.
  • Runtime: which host a graph is heading for, GameObject or entity.
  • Guides: one page per feature, with the failure modes.
  • Node reference: every node, its result contract, and its parameters.
  • Sample games: four playable projects to read and steal from.
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