How to use the designer in a simulation game


Hi, my game is a simulation with some NPCs which are living in a space ship. They do different actions like cooking, strorage something, sleeping, doing sports etc. With a priority manager they do their work.
Is it a good way to make for every action one behavior tree and the prio manager starts individuell them? Every tree includes get parameters, seek and go to target, animation trigger.
I started to put all actions in one tree but with more actions and parameters with time it became more and more complicated.

Best regards


Staff member
I think the best approach for this is to group reused actions into an external tree and use the Behavior Tree Reference task to reference that external tree.


with the external trees I have a problem (see my last question "Use GetField..." and your answer from today, sorry for this split).