Use a Stacked Conditional to group several short questions into one node. Keep a changing decision standalone when it needs its own connection or controls a Conditional Abort.

Create a Stacked Conditional

  1. Open the Behavior Tasks selector and add Stacked Conditional.
  2. Select the node and choose Add Task in the Task Inspector.
  3. Add each built-in Conditional or compatible boolean component method that belongs to the same decision.
  4. Drag rows to reorder them. Right-click a row to rename, replace, enable, disable, copy, duplicate, or remove it.
  5. Choose Sequence when every contained Conditional must succeed. Choose Selector when any one success should make the stack succeed.

A Sequence stops at the first failure. A Selector stops at the first success. Keep methods free of side effects because a Conditional may be reevaluated repeatedly.

Choose a standalone Conditional

Use a standalone Conditional when its result should remain visible in the graph, when it needs a separate connection, or when a parent Composite reevaluates it for a Conditional Abort. Standalone placement makes its runtime status and abort relationship easier to inspect.

Use a component method as a Conditional

A Component method that returns bool can become a Conditional. Use this for a focused question such as CanSeeEnemy, HasAmmo, or IsDoorOpen.

  1. Select a Stacked Conditional, or add a standalone Conditional.
  2. Choose Add Task and select a method that returns bool.
  3. Assign the target GameObject and each parameter.
  4. Place the Conditional in a Sequence, Selector, or branch with a Conditional Abort.

true becomes Success and false becomes Failure.

The CompareTag Conditional inspector compares against Untagged and stores its boolean result.

Use a standalone Conditional when a changing result should interrupt another branch. Configure the parent Composite’s Abort Type, then test both outcomes in Play Mode.

At runtime, the Compare Tag task is centered beneath the Start node and both show success.

Verify the workflow

In Play Mode, confirm the Conditional targets the intended GameObject and receives current Shared Variable values. Change the input in both directions and confirm the expected success or failure. For a Conditional Abort, also confirm that the correct running branch is interrupted.