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TIGSource ForumsCommunityDevLogsBehaviour Trees for Unity (asset)
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Author Topic: Behaviour Trees for Unity (asset)  (Read 274 times)
BudPico
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« on: June 26, 2017, 03:14:28 AM »

Hello!

I wanted to show off my in-progress behaviour tree editing tool for Unity. I was never quite satisfied with existing behaviour tree assets, so I decided to have a go at making my own.

It takes a slightly different approach to other tools in that it's a code generator with no runtime. When you're editing a behaviour tree, you are editing an underlying MonoBehaviour which can be attached to objects, prefabbed, and run on projects without the original editor asset installed.

Screenshots!..

First, a parallel node, performing actions in parallel:




A random selector node, with weighted probabilities, playing random sounds:




A utility selector with utility curve editor for reasoned decision making:




The random noise tree attached to an object with the noises picked using the normal inspector:




I'm aiming for a very code-oriented approach. There's a sense that you are editing a MonoBehaviour with the tree editor, and a reflection layer lets you define the nodes and options that go into your trees, as well as being able to choose from a library of standard nodes.

Thanks for taking a look!
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