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A Behaviour Tree Editor for Unity largely based off of Kiwi Coder's BT editor tutorials. https://www.youtube.com/c/TheKiwiCoder

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Canopy

A Behaviour Tree Editor for Unity largely based off of Kiwi Coder's BT editor tutorials.

Documentation and an upload to the Unity Asset Store are both currently in progress.

This tool mainly differs from KiwiCoder's in the way that the blackboard works. Canopy provides a generic blackboard that works in the same style as querying an element in UI Builder and other such web-alike APIs.

Features

  • Create Behaviour Trees and Blackboards in Unity visually
  • Extend node types via inheritence
  • Basic AI perception and navigation wrappers
  • Modular Blackboard focused on ease of use

Helper Node Types

  • Concurrency Node (Single Threaded): Run all children at the same time. If one fails, the whole node fails.
  • Exists In Blackboard Node: If the specified entry exists in the blackboard, run the child.
  • Selector Node: Randomly select a child of the node and run it.
  • Sequencer Node: Runs all children in sequence. If allChildrenMustSucceed is true, all children must succeed for the node to succeed.

Sample User Types

  • DebugLogNode: Exactly what you think it does.
  • Move To Random Nearby Pos Node: Uses AINavigation wrapper to find a nearby random position to move to.
  • Move To Spotted Node: Moves to the spotted position written to the blackboard by AIPerception.
  • Repeat Node: Loops child's behaviour forever.
  • Stop In Place Node: Stops the agent in place.
  • Wait Node: Waits for a specified amount of time before returning success.

Planned Improvements

  • Change over to event based architecture
  • Nodes that can interrup the current tree flow
  • More fleshed out perception system

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A Behaviour Tree Editor for Unity largely based off of Kiwi Coder's BT editor tutorials. https://www.youtube.com/c/TheKiwiCoder

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