Composite

Composite tasks are parent tasks that specify how their children should be traversed. On the Flow page the Sequence task and Selector tasks are two common Composite tasks that you’ll use. Composite tasks can have any number of children, though Behavior Designer allows you to limit the number of children by setting the MaxChildCount property. Composite tasks can return a status of running, success, or failure based on the status of the child task.

Unlike Action and Conditional tasks, composite tasks cannot be stacked. Each task represents its own functionality. Similar to Action and Conditional, if the Composite task has a green border then it is an Entity-based task and a black border represents a GameObject task.