Requires Behavior Designer Pro.
Equip your behavior trees with ten versatile movement tasks designed for intelligent navigation and dynamic locomotion in both 2D and 3D environments. From classic AI steering behaviors to tactical actions like cover-seeking and target following, this pack gives your agents everything they need to move with purpose.
The tasks are documented, modular, and easy to customize for enemy guards, NPC companions, wildlife simulations, and other AI projects.
ðŸ§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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Seek:
Moves towards the target destination, using the target GameObject if one is set, otherwise the target position.
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Move Towards:
Moves towards the target position directly. The agent can pass through walls with this task.
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Rotate Towards:
Rotates towards a target rotation, specified either by a Transform or by a rotation value.
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Pursue:
Pursues the specified target, predicting where the target is headed based on the target distance prediction value.
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Evade:
Evades the specified target, predicting where the target is headed based on the look-ahead distance.
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Flee:
Flees from the specified target, predicting where the target is headed based on the look-ahead distance.
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Follow:
Follows the specified target from a distance.
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Patrol:
Patrols around a set of specified waypoints.
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Cover:
Moves towards a 3D cover point. The agent can look at the cover point once it has arrived.
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Wander:
Wanders around the pathfinding area, either within specified bounds or in random directions.