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.