Behavior Tree AI System for Unity – BTGraph Visual Editor View on Asset Store (opens in new tab)

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Behavior Tree AI System for Unity – BTGraph Visual Editor

by TheCoderGuy (opens in new tab)

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BTGraph is a visual behavior tree (behaviour tree) editor and runtime framework for Unity AI.

Price $59.99

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Price history

Last 6 months

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Price history for Behavior Tree AI System for Unity – BTGraph Visual Editor, 6 months Current $59.99; lowest $59.99; highest $59.99 in this period. $0 $50 $100 Jun Jul Aug Sep Oct Nov Version 2.1 released 15 Jun 2026 v2.1 Version 2.2 released 8 Oct 2026 v2.2

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Behavior Tree AI System for Unity – BTGraph Visual Editor screenshot 1

Behavior Tree AI System for Unity – BTGraph Visual Editor screenshot 1

About this asset

BTGraph is a modern, production-ready Behavior Tree system for Unity that combines a powerful visual graph editor with a high-performance runtime engine. It is designed for developers who want clean architecture, scalable AI systems, and full control over execution flow—without relying on heavyweight frameworks or tightly coupled scripts.

Built from the ground up for modularity and long-term maintainability, BTGraph allows you to design, debug, and reuse AI logic as data-driven ScriptableObject assets, keeping gameplay code structured and easy to extend.

🚀 Modern Execution Architecture

Unlike traditional tick-only behavior tree implementations, BTGraph supports:

  • Tick Execution Mode
  • Event-Driven Execution Mode
  • Hybrid Execution Mode

Event-Driven mode allows behavior trees to evaluate only when necessary, eliminating redundant per-frame reevaluations and improving performance in large multi-agent systems. Hybrid mode combines responsiveness with safety ticks for complex use cases.

This makes BTGraph suitable for:

  • Stealth AI
  • Combat systems
  • Simulation systems
  • Large NPC populations
  • Strategy games
  • RTS units
  • Modular decision-making systems

🌳 Modular Subtree System

BTGraph includes a fully implemented Subtree architecture, enabling you to build reusable behavior modules that can be composed into larger AI systems.

Features include:

  • Type-safe blackboard parameter bindings
  • Circular reference detection
  • Collapsible subtree visualization
  • Clean status propagation
  • Zero runtime reflection in hot paths
  • No per-frame string parsing or unnecessary allocations

Subtrees make it easy to create reusable logic for patrol systems, investigation behavior, combat routines, dialogue trees, or ability execution.

🧬 Archetype-Based AI Templates

Define reusable AI templates using Archetypes, then safely instantiate them across your project.

Archetypes allow you to:

  • Duplicate behavior trees without shared node IDs
  • Create standardized AI patterns (e.g., Guard, Ranged, Melee, Civilian)
  • Build structured AI libraries
  • Maintain consistency across large projects

This makes BTGraph ideal for scalable game development and team workflows.

🗂 Data-Driven Blackboard System

BTGraph includes a robust Blackboard system for structured data sharing between nodes.

  • Type-safe key bindings
  • Runtime value change detection
  • Clean separation between logic and state
  • Efficient event-driven wake behavior
  • No redundant notifications

This keeps AI state management predictable and easy to debug.

🖥 Professional Visual Graph Editor

The BTGraph editor is built for clarity and speed:

  • Clean visual Behavior Tree graph workflow
  • Collapsible nodes and subtrees
  • Comment boxes and grouping
  • Undo/Redo safe editing
  • Minimap navigation
  • Fast node search
  • Assembly-safe runtime/editor separation

The editor avoids clutter and focuses on usability, making it suitable for both rapid prototyping and production pipelines.

⚙ Performance & Build Safety

BTGraph is designed with runtime correctness and performance safety in mind:

  • Allocation-free idle Event-Driven mode
  • No reflection in runtime evaluation loops
  • Clean runtime/editor assembly separation
  • Safe for standalone builds
  • No hidden UnityEditor dependencies in runtime
  • Suitable for mobile, PC, and console projects

This ensures stable performance in real production environments.

🎮 Ideal For

  • Indie developers building structured AI systems
  • Studios needing scalable decision architectures
  • Projects requiring modular AI design
  • Developers who want a lightweight alternative to legacy AI frameworks
  • Teams that prioritize maintainability and clean architecture

🧩 What Makes BTGraph Different?

BTGraph is not just a Behavior Tree editor—it is an architectural AI framework.

It emphasizes:

  • Event-driven execution
  • Modular subtree composition
  • Reusable archetype workflows
  • Clean runtime isolation
  • Predictable performance
  • Long-term maintainability

All without unnecessary boilerplate or heavy runtime overhead.

Alternative to NodeCanvas, Behavior Designer, and Panda BT.

From the publisher's Asset Store listing.

Technical details

🔧 What BTGraph Includes

BTGraph provides a complete, data-driven Behavior Tree solution for Unity, including:

🖥 Visual Editor

  • Clean node-based Behavior Tree graph editor
  • Collapsible subtrees for modular organization
  • Comment boxes and grouping support
  • Minimap navigation
  • Undo/Redo safe graph editing
  • Fast node search window
  • Inspector-based parameter editing
  • Root node validation and execution safety checks

🌳 Behavior Tree Architecture

  • Trees stored as ScriptableObject assets
  • Safe to reuse, version, and share across agents
  • No shared-state bugs — each agent receives its own runtime instance
  • Fully modular Subtree system
  • Archetype-based AI templates
  • Circular subtree detection
  • Clean status propagation (Success / Failure / Running)

⚙ Execution Modes

Supports multiple execution strategies:

  • Tick-based execution
  • Event-Driven execution
  • Hybrid execution (event + safety interval)

Tick scheduling options:

  • Update
  • FixedUpdate
  • Custom interval

Event-driven mode eliminates unnecessary reevaluations and improves performance in large multi-agent systems.

🧩 Built-In Node Types

Includes core Behavior Tree building blocks:

Composites

  • Sequence
  • Selector / Fallback

Decorators

  • Inverter
  • Repeaters
  • Conditional flow control

Leaf Nodes

  • Action nodes
  • Condition nodes
  • Fully extensible C# leaf system

Create custom Action and Condition scripts easily using a clean, extensible API.

🗂 Blackboard System

Robust data-driven Blackboard with:

  • Strongly-typed keys:
    bool
    int
    float
    Vector2 / Vector3
    GameObject
    Transform
    and more
  • Default values stored in tree assets
  • Runtime value change detection (event-driven compatible)
  • Type-safe subtree parameter bindings

🏃 Runtime System

  • Per-agent runtime instancing via BTRunner
  • Clean separation between:
    Editor data (tree structure)
    Runtime execution logic
  • No reflection in hot runtime paths
  • Allocation-safe idle execution
  • Assembly-safe separation between Editor and Runtime

🧬 Archetypes & Reusability

  • Create reusable AI templates with Archetypes
  • Safe duplication (no shared node IDs)
  • Ideal for large projects and team workflows
  • Supports scalable AI libraries

🎮 Compatibility & Platform Support

  • Designed for both 2D and 3D projects
  • No third-party dependencies required
  • Compatible with:
    Unity 2021 LTS+
    Tested with Unity 2022 LTS
    Compatible with Unity 6

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
6000.4.7f1 Compatible Compatible Compatible Compatible

As listed on the Asset Store.