Whether you're making friendly NPCs wandering a field, Enemy Soliders patrolling a tightly packed city, Armies for the player to control, or any other classical AI logic simple or complex Behavior Tools For Unity is the tool for you!
Behavior Tools for Unity is built on top of Unity's own free visual behavior tree authoring system Behavior Graph (The Behavior Package in the Unity Registry) but with an additional 200 low level ready to use nodes which you can combine to make anything from the simplest to most complex behaviors , 15 conditions to alter the flow of your trees, and gizmos that automatically sync with variables in your agent's blackboard. Designing NPC behaviors without ever having to touch the underlying code has never been easier!
Feature Overview
- Full support for both 2D and 3D Phyiscs, Navigation, and everything else you need to create to create NPC agents for either type of game.
- Over 200 Action Nodes that can be used to control your NPC agent behaviors ranging from simple math calculations to complex navigation logic.
- Over 15 Conditions that can be used to alter the flow of agent decision making.
- 9 Different Gizmos that can automatically synced their values with variables on your agent's visual behavior graph.
- 3 Simple Demo Scenes Showing some of the basics of creating Behavior Graphs (though much more complex logic is just as possible out of the box)
Integrations
Detailed Feature List
- 200 Additional Action Nodes To Expand On The Unity Behavior Package
- 32 Object Detection Nodes
- 13 Physics 3D Detection Nodes
- 13 Physics 2D Detection Nodes
- 6 Filtering Nodes
- 7 Navigation+ Nodes
- 3 NavMesh compatible (but not required) nodes (Navigate To Target, Navigate Location, and Patrol)
- 4 Context Steering Nodes
- 13 Input Nodes (New Input System)
- 27 Resource Nodes
- 10 Text (Legacy) Nodes
- 11 Text Mesh Pro Nodes
- 6 Slider Nodes
- 66 Math Nodes
- 40 Primitive (int, float, double) Math Nodes
- 26 Vector Math Nodes
- 9 Physics Nodes
- 8 Scene Nodes
- 7 Camera Nodes
- 7 Random Generation Nodes
- 5 Shader Nodes
- 4 Boolean Nodes
- 3 Animation Nodes
- 9 Transform Nodes
- 3 GameObject Nodes
- 15 Additional Conditions
- 7 Input (New Input System) Conditions
- 2 Object Filtering Conditions
- 2 Scene Conditions
- 2 GameObject Conditions
- 1 Random Generation Condition
- 1 Variable Condition
- 9 Behavior Gizmos components which can automatically sync one or more of their visual variables with a specificed behavior agent's blackboard.
- 5 3D Behavior Gizmos
- Direction
- Sphere
- Cube
- Capsule
- VisibilityCheck
- 4 2D Behavior Gizmos
- Circle
- Rectangle
- Capsule2D
- VisibilityCheck2D
Documentation
- Lists of every node and condition organized by category
- Behavior Gizmo API documentation including lists of variables that can be synced with a behavior agent's blackboard.
- API documentation for the helper and abstract classes used to implement the nodes, conditions, and behavior gizmos.
- Click here to access.