[Released][AI] BH3 - Behavior Trees with Visual Scripting for Unity

Hey,

I would like to announce the release of my new Unity asset, for everyone who wants to use Behavior Trees in Unity.

You can get it now from the Asset Store.

BH3 is a Behavior Tree implementation in Unity that heavily focuses on Visual Scripting, which enables the creation of custom nodes without writing a single line of code, which is perfect if you are an artist and want to explore all the possibilities of Behavior Trees in Unity, also if you are a programmer like me sometimes creating a simple Visual Scripting node for custom nodes that won’t be reuse and making changes on the fly comes handy from time to time.

Why should I use BH3 over other AI solutions?

The main advantage of BH3 over any other AI solution is the use of ports and Visual Scripting to promote the creation of reusable nodes and Behaviors, empowering creators and designers to take full advantage of Behavior Trees and Unity, we accomplish with several features:

Ports

The nodes don’t care from where the information is coming from, it can be from another system in our game, from a visual scripting node, or the Blackboard, gone are the days where we had to keep updating the Blackboard or nodes had to care from where the information which makes your nodes hard to reuse.

Conditional Executions

In traditional Behavior Tree implementations, branches have to take into account the existence of other branches or behaviors, for example, a Patrol behavior might need to be aware of an Attack behavior to switch behaviors once the AI encounters an enemy, with BH3 use Conditional executions and abstract the logic.

Visual Scripting Nodes

Aside from using Visual Scripting to fetch values from anywhere in your game, you can create entire node logic by just using Visual Scripting.

Planned future updates

  • Performance updates
  • Behavior Tree events
  • Expand current FPS Sample

Get BH3 from the Assetstore

Documentation

Discord