The Behavior Tree

The character behavior is controlled by a variety of nodes in the Behavior Tree. By utilizing these nodes, you can create required components for each working state, design the behavior loop, and perform specific functions.

Click the Behavior Tree... button in the main panel to open the Behavior Tree.

Nodes in Behavior Tree

There are four types of nodes available for diverse functions in the Behavior Tree: Organization, Composite, Leaf, and Decorator.

  1. Organization Node: Manages nodes on the panel, ensuring that the organization, classification, and scheduling of nodes align with the design requirements.
  2. Composite Node: Manages and dispatches its child nodes. You can create a state manager and decide the node priority with this node.
  3. Leaf Node: Executes actions or evaluates conditions to load various resources, such as auto facial animation profiles, speech animations, look-at animations, and motion clips.
  4. Decorator Node: Modifies or controls the execution conditions and results of child nodes.

Behavior Tree Manipulation