:!: Updates
:!: Check out Arges Behave tutorial at http://www.arges-systems.com/articles/2/behavior-trees-in-unity-with-behave
:!: Just added a new tutorial to the documentation page: “Taking advantage of OOP in agents”.
:!: Ooops! The Behave compiler requires mono to be installed. Added a link to the mono project website from the downloads section.
:!: A basic tutorial going from a brand new unity project through using the Behave editors to design a behaviour tree, compiling that tree for use in the Behave runtime and using it in your code has been added.
0.3b brings the following fixes and additions:
:arrow: Various tweaks to the editor UI
:arrow: Optimised the compiler
:arrow: Fixed the following editor bugs from the bug list:
:!: When the editor scrips are recompiled and when the user enters and exits play mode, running editors will loose references, causing undetermined behaviour
:!: When a compile fails, the Behave compiler is locked and unusable - requiring a unity relaunch
:arrow: Implemented the following wishlist items:
:!: Behaviour tree decorators
:!: Stand-alone edition of the Behave editor
:!: Behaviour tree debugging features
0.2b brings the following fixes and additions:
:arrow: Made the demo project a whole lot more interesting
:arrow: Implemented the editor wish list item: Ability to move trees between collections.
:arrow: Various tweaks to the editor UI
:arrow: Fixed a ton of bugs in the compiler
:arrow: Fixed the following editor bugs from the bug list:
:!: Not able to delete collections from library
:!: Not able to delete trees from library
:!: Not able to rename collections from library
:!: Not able to rename trees from library
:!: Missing “tree has been changed, save changes?” dialog
0.1b brings the following fixes and additions:
:arrow: Some documentation is available
:arrow: Compiler is now creating sensible output
:arrow: A simple test tree and script using it is provided with the demo
:arrow: Documentation is linked directly from the unity help menu
:arrow: Less spamming of the log with debug information
:!: Original thread
From http://angryant.com/behave.html:
Behave
The Behave project is a system for designing, integrating and running behaviour logic for simulated characters in unity projects.
Not sure what a behaviour tree is or why its so neat? I recommend viewing the first four videos (from the bottom up) at this page: http://aigamedev.com/videos/.
Not yet aware of the existence of the unity engine and all its awesome-ness-ness? Check it out at http://unity3d.com.
The Behave editor running inside the unity editor.
Behave pre-releade
The purpose of this pre-release is to let the curious try the waters. It is shiny, but don’t build a project around it just yet.
Currently the editor is functional, assets can be loaded and saved, the compiler runs and results can be tested. However some minor features are not yet available in the editor, compile results are faulty to say the least and very little testing has been done. Run it at your own risk as usual.
Finally the license will be revised. Currently I just duplicated the license from the Path project in order to get this boat floating asap. Documentation will be available shortly.
Specs:
:arrow: Available for indie as well as pro
:arrow: Can run in webplayers as well as stand-alone
:arrow: Requires no additional installations
Features:
:arrow: Implements behaviour trees
:arrow: Re-use common behaviour by reference
:arrow: Drag and drop editor interface inside the unity editor
:arrow: Simple connection to character actions via C# interface
:arrow: Designed trees are built to .net assembly code for maximum performance
:arrow: Runtime debugging features
:arrow: Powerful stand-alone editor - including web version