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Bit Quirky Behavior Trees and
State Machines

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v0.6.0
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Find the right node

The four jobs a node can do, with every control in the product listed under the one it belongs to, and the exact rule one click away.

Start with what you want the graph to do. Every node belongs to one of four jobs, and every entry carries its fields, its result rule, and the guide that shows it working on a real game.

Four families of node

Every graph is built from these four jobs. Each node opens its reference entry.

Teaching pages, with the problem each node solves, are at behavior trees, state machines, and bindings. A control you remember from another asset and cannot find here is probably on what it does not do yet.

  • Selector: try alternatives in priority order, such as attacking before patrolling. Guide: choose.
  • Random Selector: choose between weighted alternatives, such as different enemy waves. Guide: roll the dice.
  • Sequence: perform steps in order, such as checking a target before attacking. Guide: in order.
  • Parallel: group the children that all have to succeed. This release visits them one at a time, in Children order. Guide: do together.
  • Subgraph: reuse a Behavior Tree as part of a larger plan. Guide: reuse a branch.

These nodes connect a graph to the C# your game already has.

A state can also carry lifecycle actions or a hosted Behavior Tree.

Signatures, parameters, and the public surface of the runtime and editor assemblies are in the generated API reference.

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