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Documentation Tree

  • Behavior Designer Pro
  • Requirements
  • Version Comparison
  • Getting Started
    • Task Migration
  • Concepts
    • What is a Behavior Tree?
    • Behavior Trees vs Finite State Machines
    • Flow
    • Blackboard
    • Tasks
      • Action
      • Conditional
      • Composite
        • Selector
        • Sequence
        • Parallel
        • Utility Selector
      • Decorator
        • Conditional Evaluator
        • Iterator
        • Inverter
        • Repeater
  • New Tasks
    • GameObject Task
    • Entity Task
    • Event Node
  • Conditional Aborts
  • Variables
    • Accessing Variables
    • Scope
    • Property Bindings
  • Entity Baking
  • Events
  • Subtrees
  • Syncing Animations
  • Referencing Scene Objects
  • Save/Load
  • Extending the Editor
    • Control Types
    • Node Views
  • API
  • Networking
  • Repository
  • Resources
  • Integrations
    • Playmaker

Repeater

The Repeater task will repeat execution of child tasks for as long as specified within the task. The Repeater can optionally end when the child task returns failure. A common use of the Repeater task is to place the task at the root of the tree preventing the tree from ending.

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