Behavior Designer – Movement Pack
The Movement Pack adds 17 classic Behavior Designer tasks for navigation, direct movement, perception, pursuit, escape, patrol, search, and group steering. Most movement tasks set a destination while the selected pathfinding implementation determines how the agent reaches it.
Start here
- Follow Getting Started to establish one movement authority and verify task status.
- Choose from the complete overview below, then read Task Reference.
- Use Runtime Targets and Behavior Patterns for shared-variable APIs, moving targets, conditional aborts, and graph examples.
- Use Integrations and Troubleshooting for provider setup and common failures.
Included tasks
| Category | Task | Use it to |
|---|---|---|
| Navigation | Seek | Navigate to a specified target. |
| Navigation | Pursue | Chase the target’s predicted position. |
| Navigation | Flee | Move away from a target. |
| Navigation | Evade | Move away from the target’s predicted path. |
| Navigation | Follow | Follow a target while maintaining a relationship. |
| Navigation | Cover | Find cover and move to it. |
| Navigation | Patrol | Visit authored waypoints. |
| Navigation | Wander | Choose generated destinations in the navigable area. |
| Navigation | Search | Combine wandering, sight, and hearing. |
| Direct | Move Towards | Move directly without pathfinding. |
| Direct | Rotate Towards | Rotate directly toward a target or rotation. |
| Perception | Can See Object | Test range, field of view, and line of sight. |
| Perception | Can Hear Object | Test whether matching objects are within hearing range. |
| Perception | Within Distance | Test whether matching objects are inside a distance. |
| Group | Flock | Move agents using alignment, cohesion, and separation. |
| Group | Leader Follow | Follow a leader while maintaining neighbor separation. |
| Group | Queue | Arrange a moving group in a line. |
Common behavior patterns
- Patrol and chase: Patrol until Can See Object stores a target, then Pursue.
- Search after loss: Seek the stored last-known position, then use Search until perception reacquires a target or a timeout selects a fallback.
- Maintain attack range: Seek or Pursue while far away, Follow at the preferred distance, then Rotate Towards.
- Retreat: Flee or Evade until the threat is outside the chosen distance.