behaviour-tree
CommunityMaster NPC behaviour with a structured BT system.
Software Engineering#unity#goap#game-architecture#behaviour-tree#npc-ai#ai-behaviour#node-priorities
AuthorSilac1995
Version1.0.0
Installs0
System Documentation
What problem does it solve?
The Behaviour Tree system provides a structured approach to NPC decision-making, improving reliability and maintainability of AI logic by codifying priorities and behavior execution.
Core Features & Use Cases
- Architected root BTSelector with defined priority order to drive NPC actions.
- Supports migration from legacy wrappers to native BTNode implementations and exposes a public API for external control (GiveOrder, CancelOrder, ForceNextTick).
- Use case: debugging unexpected NPC behavior, adding global routines like sleep or meals, and coordinating GOAP planning.
Quick Start
Integrate a new global behavior into the root BTSelector and observe the updated prioritized execution on the next tick.
Dependency Matrix
Required Modules
None requiredComponents
Standard package💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: behaviour-tree Download link: https://github.com/Silac1995/My-World-Isekai-Unity/archive/main.zip#behaviour-tree Please download this .zip file, extract it, and install it in the .claude/skills/ directory.
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