Documentation
Features
Specs:
- Available for unity indie as well as pro licensees.
- Can run on all Unity target platforms.
- Requires no additional installations at runtime.
Features:
- Implements behaviour trees.
- Re-use common behaviour by reference.
- Drag and drop editor interface inside the unity editor.
- Simple connection to character actions via C# interface.
- Designed trees are built to .NET assembly code for maximum performance.
- Action and decorator handlers are reflected automatically runtime.
- Runtime behaviour tree debugger.
Runtime reference
The Behave runtime is small and efficient. Few points to list here, but quite a bit description needed.
Video tutorials
External material
- “Behavior trees for next-gen game AI” article and video presentation by Alex J. Champandard of aiGameDev.com.
An account is required to view the video, but subscription is free. - “Introduction to Behaviour Trees” by Bjoern Knafla for #AltDevBlogADay.
A nice introduction to how behaviour trees work – including examples. Choice and naming of component differs a bit from Behaves component set, but everything in the article is achievable with the Behave components. - “Oh, Behave! AI with behaviour trees in Unity and C#” video masterclass by me for AIgameDev.com.
This video goes through some of the inner workings of Behave – including its compiler and code generation structure. An AIgameDev Premium account is required to access this video.
Hi there
The sound is very low on those videos, does any ‘starting from scratch’ tutorial exist in text format? (annoying how we can’t increase the volume over 100% on windows, would help here)
Thanks
Hey Diego
This is the first I hear of audio issues on this recording. Unfortunately I no longer have the text material related to it as it was recorded a while back. Maybe a different video player would help?
hi, do I have so poor download transfer or it is your server containing videos so loaded? Could you public them on YT also ?
Have a nice day:)