Equip your behavior trees with 15 versatile formation tasks designed for intelligent navigation and dynamic locomotion in both 2D and 3D environments. Agents can join and leave the formation at any time. The formation will dynamically respond to changes.
🧠Included Behavior Tree Tasks
- Arc
- Circle
- Column
- Diamond
- Echelon
- Existing
- Grid
- Line
- Row
- Skirmisher
- Square
- Swarm
- Triangle
- V
- Wedge
Tasks are ideal for crowd systems, RTS games, companion AI, enemy squads, and any project requiring coordinated group movement.
ðŸ§Pathfinding Integrations
- Unity’s NavMesh System
- A* Pathfinding Project by Aron Granberg
🚀Designed for Performance & Compatibility
- Supports 2D & 3D environments
- Built on a GameObject-based workflow
- Integrates with the Ultimate Character Controller for root motion movement