Behavior Tree Framework Tool

The more I worked on my game projects, the more I realized the limitations of state machines and the need for a better system. My experience with Unreal Engine introduced me to the power of Behavior Trees and how effective it is to use the framework when visualized within a game engine. Inspired by that, I decided to develop my own Behavior Tree framework in Unity. At the time, Unity didn’t have a built-in solution, and even with Unity 6’s current implementation, based on my quick comparison, I believe there’s still room for improvement.

Role: Software Engineer
Game Engine: Unity
Programming Language: C#
Technologies: UXML, USS, Photoshop.
Platform: PC: Unity
Date: 2024 - 2025

Concept

A Behavior Tree Framework designed for Unity 2023 and below, with support for Unity 6. This tool simplifies the implementation of complex AI behaviors with a range of features to enhance development.

Features

Core Framework

A framework for creating, managing, and running behavior trees. The package is compatible with Unity 2023 and below (The Unity 6 version is still a work in progress.)

Node System

Includes more than 17 customizable nodes for defining AI behaviors, which can be extended through code.

Script Generation

Allows users to create scripts directly from the graph editor, with all necessary methods pre-generated.

Debugging

Displays runtime states of nodes for the selected behavior tree instance.

Blackboard

Blackboard values can be accessed and modified through code and displayed in a dropdown menu in the Inspector to prevent typos when setting values.

User Interface

An Unreal Engine-inspired interface for creating, calling, and managing nodes and behaviors.

Variable System

Optional variable identifiers for nodes, similar to WPF’s x:Name, which enable external classes to access specific nodes by their variable names.

Download and setup

For more information about the project features, source code, and how to set up, checkout the project's repository on GitHub.

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