I really loved the interface and UI for the behavior graphs and thought the tools and decorators were very intuitive, so it was extremely sad to see such a vital feature to a game engine become abandoned. With this sudden news, I’m wondering what others are planning for their future and current games if they have already begun using behavior. Do you guys plan on continuing to use the behavior package knowing there will be no support? Or will you use another asset such as Node Canvas or Behavior Designer?
I’ll keep using Behavior and I have a few reasons for that.
First of all, it has great UI and integrates with the Editor seamlessly. Node Canvas and other solutions didn’t put a lot of effort into UI/UX and just look out of place.
Next reason, it’s a barebone framework. Other solutions give you tons of ready to use nodes, then you can buy another package with more nodes and so on. I don’t need them, I need just essential behavior tree nodes, I’ll write everything else myself anyway.
It’s covered by tests. Yes, there are some bugs, but in general, code is covered by tests, which is very good. And code quality meets Unity standards, of course.
This package is not going anywhere, nor being abandoned.
I will continue to use it because it is very easy to extend.
bros, I’ve switched to greener pastures when one day I’ve had no internet and was trying to do some work but unity hub locked me out of my projects. I was online just a few minutes earlier but some planed works on the line meant a few hours of downtime.
that was the last straw that broke the proverbial camel back. the nerves, the absolute hypocrisy to not trust me after you called back your servers and you worked fine just fine a few minutes earlier.
you crash and burn as a company which I see you do a pretty job off.
I’ll be using Flow Party! ^^
I’m going to continue not knowing what the behavior package is. Perhaps that’s why they ended developing it? Not enough people using it?.
Still, it must suck if you like that sort of thing and you just feel it needs a few more features… But instead it gets dropped…
I feel the same way, its easy to extend and the UI is way better than Node Canvas and Behavior Designer despite it having a few less nodes. So, I will continue to extend it for my own purpose with new decorators and actions. Also, the naming convention of Behavior is just way better than BD and NC.
Glad to hear though that others are thinking about doing the same.
Same here, despite the lack of dev support, a behavior tree is a behavior tree, so there isn’t much more to extend if you have the key components of it.
A small update from me, after extensively using Behavior and Node Canvas, I decided to switch to Node Canvas. The interface may not be as clean and nice as Behavior, but I found that it performed a bit faster, easier to extend, more built-in tools, and less buggy.
This is not to say that Behavior was bad, I believe it eventually would have beaten Node Canvas if the team was still around to keep updating it. However, knowing there will no longer be support especially for future Unity versions, I have found Node Canvas to be the better solution for behavior trees as of now.
Basically, if you favor UI/UX over functionality and practicality, then go with Behavior. Otherwise, I’d recommend Node Canvas.
Behavior Designer developer here
We just released a new version that works with GameObjects and Entities called Behavior Designer Pro. The performance is incredible with this new system.
I really like some of the UI features that the Behavior team built into their package and will be seeing how we can iterate upon it within the Behavior Designer Pro package.
I’d use your behavior tree asset, but I know I won’t be using 90% of the tasks, since I’ll just write my own for my specific use case. Maybe if you released a bare bones version with just the behavior tree and some basic tasks for a bit cheaper, I could consider it.
Thanks for taking a look at our behavior tree tool!
It’s not really the resulting action/conditional tasks for the reason why we ended at the price point that we did. A ton of R&D went into determining the best way to use DOTS with a behavior tree implementation. While we do have an action and conditional task called a Task Delegate that can be used for any method/property within your codebase (and it’s using a delegate so it’s almost as quick as writing the native task), most of the other action/conditional tasks are pretty straight forward. Even with your own tasks you’ll likely be using the common composite/decorator tasks such as the selector or sequence task. Then there’s the editor and everything that goes along with it.
We also have continuously updated the original Behavior Designer for 11 years and we have no plans in stopping. We have to price this into the cost of the product since the Asset Store doesn’t have support contracts.