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- 2.2
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- 6000.4.7 or later
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Control Flow Pack – Extension Pack for BTGraph (Free)
Add advanced control flow, randomization, cooldown, repeat, and timeout nodes to your BTGraph Behavior Trees. Free extension pack designed for modular AI and professional Unity projects.
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Control Flow Pack – Extension Pack for BTGraph (Free) screenshot 1
About this asset
Upgrade your Behavior Trees with advanced control flow and randomization nodes built specifically for BTGraph.
This free extension pack adds essential AI building blocks such as weighted random selection, shuffle sequences, cooldown decorators, repeat policies, delay, and timeout control — all designed for clean, modular, production-ready AI systems in Unity.
If you are building enemy AI, NPC logic, decision systems, or gameplay behaviors using Behavior Trees, this pack gives you the missing control structures needed to create dynamic, non-repetitive, and professional behavior logic.
What This Pack Adds
Randomization Nodes
- Random Selector
- Weighted Random Selector
- Shuffle Sequence
Create non-deterministic and natural AI behaviors with proper per-instance memory and optional deterministic seeding.
Control Flow Decorators
- Repeat (X Times)
- Repeat Until Success
- Repeat Until Failure
Control execution loops safely and predictably.
Time-Based Decorators
- Cooldown
- Timeout
- Delay
Add timing constraints to your Behavior Tree branches without custom scripting.
Designed for Professional AI Architecture
- No gameplay-system coupling (no animation, audio, or VFX dependencies)
- Fully modular extension for BTGraph
- Multi-agent safe runtime behavior
- No static mutable state
- Deterministic random option via seed key
- Zero runtime reflection
- Clean editor registration via BTGraph public hook
- Runtime and editor assemblies properly separated
This pack focuses purely on Behavior Tree control logic, making it suitable for:
- Enemy AI
- NPC decision systems
- Utility AI integrations
- Strategy or simulation games
- Large-scale AI systems
- Modular AI frameworks
Why Use This Pack?
Many minimal Behavior Tree implementations lack advanced control structures like weighted selection or proper timeout handling.
This pack fills that gap with:
- Production-grade execution semantics
- Stable selection during running states
- Proper lifecycle handling (Enter / Tick / Reset)
- Predictable timeout behavior
- Clean integration with BTGraph editor
Included Demo Scene
A lightweight demo scene is included to showcase:
- Weighted random branch selection
- Cooldown constraints
- Shuffle execution order
- Timeout handling
The demo is minimal and focused on logic clarity.
Requirements
Requires BTGraph (base package).
No BTGraph Pro required.
Perfect Companion To
- Utility AI Pack for BTGraph
- Perception Pack for BTGraph
- Tactics Pack for BTGraph
From the publisher's Asset Store listing.
Technical details
Package Type
Extension Pack for BTGraph (Behavior Tree framework for Unity)
Editor-only registration hook integration.
No runtime reflection.
No dependency on BTGraph Pro.
Included Node Types
Composite Nodes
- Random Selector
- Weighted Random Selector
- Shuffle Sequence
Decorator Nodes
- Repeat (X Times)
- Repeat Until Success
- Repeat Until Failure
- Cooldown
- Timeout
- Delay
Execution Semantics
All nodes follow BTGraph lifecycle conventions:
- Proper Enter / Tick / Reset handling
- Stable child selection during Running state
- Per-instance state storage via NodeStateStore
- Multi-agent safe execution
- No mutable static runtime state
Deterministic Random Support
Weighted and uniform random nodes support deterministic execution when a Seed Key (Blackboard int) is provided.
- No global RNG state
- Instance-isolated random streams
- Predictable behavior for debugging and replay systems
Timeout & Timing Behavior
- Timeout only overrides children that are still Running
- No premature failure before child tick
- Delay and Cooldown handle edge cases (<= 0 values) safely
- Timing based on Unity time system (Time.time)
Performance Characteristics
- O(1) tick cost for decorators
- O(n) selection cost on Enter for weighted and shuffle nodes
- No per-tick allocations
- Cached buffers for weight and shuffle arrays
- No LINQ usage in runtime paths
Designed for scalability across multiple AI agents.
Editor Integration
- Registered via BTGraph public editor registry
- No assembly scanning
- No core source modifications required
- Deterministic search ordering (Group → Order → Title)
- Runtime and Editor separated via asmdef assemblies
Folder Structure
Assets/BTGraphControlFlowFree/
- Runtime/
- Editor/
- Demo/
- Documentation/
Fully self-contained and removable without affecting BTGraph core.
Assembly Definitions
- BTGraph.ControlFlow.Runtime
- BTGraph.ControlFlow.Editor
Explicit dependency references to BTGraph base runtime and editor assemblies.
Compatibility
- Unity 2021+ (recommended)
- Compatible with BTGraph base package
- Compatible with other BTGraph extension packs
- Does not require BTGraph Pro
Demo Scene
Includes a minimal showcase demonstrating:
- Weighted selection
- Cooldown constraints
- Shuffle execution
- Timeout behavior
No console spam. No Pro dependency.
Use Cases
- Enemy AI
- NPC logic
- Strategy / RTS AI
- Simulation systems
- Modular AI frameworks
- Decision-making layers
- Utility AI branch gating
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.4.7f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.