Choose Movement Pack tasks by the question the behavior tree must answer. Keep target acquisition, movement, and response as separate concerns where they need different lifecycles.

  • Seek navigates to a target’s current position.
  • Pursue predicts a moving target’s position.
  • Flee moves away from the target’s current position.
  • Evade predicts target motion before choosing a destination away.
  • Follow maintains a configured relationship instead of reaching the target pivot.
  • Move Towards changes position directly with Vector3.MoveTowards and does not pathfind.
  • Rotate Towards changes rotation directly with Quaternion.RotateTowards.

Use prediction only when target velocity is meaningful. Teleports, network correction, and animation jitter can create false look-ahead values.

Patrol follows an authored waypoint list and can pause at each point. Keep waypoints on reachable navigation data and decide whether an interrupted patrol resumes or restarts.

Wander selects destinations from random angles relative to the current look direction. Small ranges and frequent choices produce local milling; larger ranges produce exploration.

Search combines Wander with sight and hearing checks. Use it for a self-contained lost-target phase only when the same perception rules apply throughout that search.

Cover

Cover finds protective geometry and moves to a selected point. Configure queries so decorative or unreachable colliders are not accepted. Test moving threats and navigation edges because a hidden point can still be unreachable.

Perception

  • Can See Object checks range, field of view, and obstruction.
  • Can Hear Object performs a radial hearing check.
  • Within Distance performs a radial distance check.

Use offsets when character pivots are not correct sensing points. A feet-level sight ray can hit ground or low cover even when an eye-level cast should succeed.

Group movement

  • Flock moves a group through alignment, cohesion, and separation weights.
  • Leader Follow follows a designated leader while maintaining separation.
  • Queue arranges a moving group in a line through neighbor and separation distances.

These tasks control multiple agents from one behavior tree. Their agent collections should not simultaneously receive independent Movement Pack destinations.

For Flock, tune separation first, then cohesion, then alignment. For Leader Follow and Queue, test corners and a stopped leader so followers do not compress into one point.