• Solutions
    • AnimationGenerate, edit, and control game-ready animations
    • CharacterProduction-ready first and third-person character controllers
    • DecisionCreate powerful AI behaviors with visual logic tools
    • InventoryA complete, scalable inventory framework for Unity
    • Bundles
    • StateBuild clean, reusable state-based gameplay logic
  • Support
  • Studio
  • Shop
  • Cart
  • Solutions
    • AnimationGenerate, edit, and control game-ready animations
    • CharacterProduction-ready first and third-person character controllers
    • DecisionCreate powerful AI behaviors with visual logic tools
    • InventoryA complete, scalable inventory framework for Unity
    • Bundles
    • StateBuild clean, reusable state-based gameplay logic
  • Support
  • Studio

Videos

Videos for Behavior Designer Pro

Overview

Conditional Aborts

Shared Variables

New GameObject Task

New Entity Task

Subtrees

Senses Setup

Stacked Tasks

Bring Your NPCs to Life!

Intro To Behavior Trees With NPC Patrol

Behavior Tree Basics: What is a Behavior Tree?

Behavior Tree Basics: What is a Sequence Task?

Behavior Tree Basics: What is a Selector Task?

Behavior Tree Basics: What is a Repeater Task?

Behavior Tree Basics: What is a Parallel Task?

  • Solutions
    • Animation Solution
    • Character Solution
    • Decision Solution
    • Inventory Solution
    • State Solution
  • Support
    • Documentation
    • Downloads
    • Forum
  • Shop
    • My Account
  • Studio
    • News
    • Terms & Conditions