Requires Behavior Designer Pro.
Equip your behavior trees with fifteen versatile formation tasks for coordinated group movement in both 2D and 3D environments. Agents can join and leave a formation at any time, and the formation dynamically reshapes around the change.
Ideal for crowd systems, RTS games, companion AI, enemy squads, and any project requiring coordinated group movement.
🧭Pathfinding integrations
- Unity’s NavMesh system
- A* Pathfinding Project by Aron Granberg
🚀Designed for performance and compatibility
- Supports 2D and 3D environments
- Built on a GameObject-based workflow
- Integrates with the Ultimate Character Controller for root motion movement
Included tasks
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Line:
Moves agents in a line formation.
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Row:
Moves agents in a row formation.
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Column:
Moves agents in a column formation.
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Echelon:
Moves agents in an echelon formation.
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Skirmisher:
Moves agents in a randomly spread out line.
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Wedge:
Moves agents in a wedge formation.
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V:
Moves agents in a V formation.
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Diamond:
Moves agents in a tactical diamond formation. Any additional agents are placed at the back.
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Triangle:
Moves agents in a triangular formation.
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Square:
Moves agents in a square formation.
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Grid:
Moves agents in a grid formation.
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Circle:
Moves agents in a circular formation.
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Arc:
Moves agents in an arc formation.
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Swarm:
Moves agents in a swarm formation.
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Established:
Maintains the existing formation of agents based on their initial positions, rather than imposing a new shape.