beehave

Implement behavior trees in Godot using the Beehave GDScript addon with composites, decorators, and blackboards.

657|31|Updated Apr 3, 2026
One-click install
npx skills add https://github.com/jame581/GodotPrompter --skill beehave
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: beehave
Source: https://github.com/jame581/GodotPrompter/tree/main/skills/beehave
Command: npx skills add https://github.com/jame581/GodotPrompter --skill beehave

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

Building game AI in Godot often means choosing between hand-rolled state machines and heavyweight behavior tree frameworks. This Skill guides AI agents through the Beehave addon, a pure-GDScript behavior tree library, so agents get correct tree composition, leaf contracts, and blackboard patterns without a custom engine build.

Core Features & Use Cases

  • Tree Composition: Build behavior trees from BeehaveTree roots, composites (Sequence, Selector, Parallel), decorators (Inverter, Cooldown, Repeater), and custom ActionLeaf/ConditionLeaf subclasses.
  • Blackboard State Management: Share key/value state across leaves and multiple trees, with named namespaces and inspector-only expression leaves that require no GDScript.
  • Runtime Debugging: Visualize live tick flow in the Beehave debugger panel and track per-tree CPU cost via Performance monitors.
  • Use Case: An enemy AI that attacks when in range and patrols otherwise — a SelectorComposite with a range-check condition, an attack action returning RUNNING across frames, and a patrol fallback, all tuned with tick_rate for performance.

Quick Start

Ask the agent to add a Beehave behavior tree to an enemy character with an attack-when-in-range sequence and a patrol fallback action.

Frequently Asked Questions about beehave

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a behavior tree in Godot with Beehave?

Add a BeehaveTree node as a child of your actor, then nest composites like SelectorComposite and SequenceComposite with custom ActionLeaf and ConditionLeaf subclasses. Each leaf overrides tick(actor, blackboard) and returns SUCCESS, FAILURE, or RUNNING.

Beehave vs LimboAI for Godot behavior trees?

Beehave is a pure-GDScript addon suited for GDScript-only projects wanting lightweight trees without a custom engine build. LimboAI is a C++ module offering both behavior trees and HSMs, a visual editor, better performance, and C# support.

Does Beehave support C# in Godot?

Beehave has no official C# API and ships zero C# files. From C# you can call the GDScript API through Godot cross-language interop using Call(), but there are no typed C# classes.

How do I share state between Beehave tree nodes?

Use the Blackboard, a key/value store passed to every tick() call. Call set_value, get_value with a default, and erase_value, and share one Blackboard node across multiple BeehaveTree nodes, optionally using named namespaces to avoid key collisions.

Why is my Beehave tree consuming too much CPU?

Increase tick_rate on the BeehaveTree so it evaluates every few frames instead of every frame, especially for background NPCs. Also confirm process_thread matches the actor's loop, and enable custom_monitor to track per-tree cost in the Performance panel.

When should I not use Beehave for game AI?

Avoid Beehave for simple agents with fewer than five states, where a core-engine state machine suffices, and for projects needing C# support or combined BT and HSM, where LimboAI is the better fit.