BehaviourTrees

com.cupkekgames.behaviourtrees — ScriptableObject-driven behaviour tree framework. Trees are authored as assets and run by BehaviourTreeRunner; the package ships a custom graph editor view.

A behaviour tree open in the graph editor — Root → Parallel, branching to Damage, Camera Shake, and a Delay that leads into a Debuff node

What's inside

Runtime (CupkekGames.BehaviourTrees.asmdef)

  • BehaviourTreeScriptableObject asset that owns a tree of BTNodes
  • BehaviourTreeRunner / BehaviourTreeRunnerMono — drive a tree per-tick
  • BehaviourTreeManager — registry for runners
  • BTNode + BTNodeRuntimeState — node base + per-instance runtime state
  • Bases: BTNodeAction, BTNodeComposite, BTNodeDecorator, BTNodeRoot
  • Built-in nodes: DebugNode, DelayNode, ParallelNode, RepeatNode, SequencerNode, PersistentContextNodeCondition, PersistentContextNodeToggle

Editor (CupkekGames.BehaviourTrees.Editor.asmdef)

  • BehaviourTreeRunnerMonoEditor — inspector tooling
  • BehaviourTreeCanvas — graph canvas for authoring trees

Asmdef + namespace

CupkekGames.BehaviourTrees (runtime), CupkekGames.BehaviourTrees.Editor (editor). Pluralized from the original CupkekGames.BehaviourTree to avoid the namespace = class collision (class BehaviourTree).

Dependencies

  • com.cupkekgames.singletons (UPM) — BehaviourTreeManager extends Singleton<T>

Repository

Cupkek-Games/CupkekGames-BehaviourTrees

Settings

Theme

Light

Contrast

Material

Dark

Dim

Material Dark

System

Sidebar(Light & Contrast only)

Light
Dark

Font Family

DM Sans

Wix

Inclusive Sans

AR One Sans

Direction

LTR
RTL