Sample Scenes
Use the 15 sample scenes as a guided course rather than opening them in alphabetical order. Each scene demonstrates one behavior-tree idea in a working project context.
Open a sample
- Open Tools > Opsive > Behavior Designer > Samples.
- Import or update the current sample content.
- Confirm that every dependency on the selected card has a green check mark.
- Select Open Documentation when it is available, then Open Scene.
- Enter Play Mode and reproduce the observable result listed below before inspecting the tree.

Recommended learning order
| Order | Sample | Level | What to observe | Continue with |
|---|---|---|---|---|
| 1 | Event Branches | Beginner | An event branch reacts while the Start branch remains active. | Events |
| 2 | Melee Combat | Beginner | Alternating Selector and Sequence branches choose combat behavior; two agents reuse one Subtree. | Flow and Subtrees |
| 3 | Conditional Aborts | Intermediate | A lower-priority branch is interrupted as soon as the enemy becomes visible. | Conditional Aborts |
| 4 | Hide And Seek | Intermediate | Perception and distance conditions are reevaluated while patrol or chase is active. | Patrol and Chase an Enemy |
| 5 | Events | Intermediate | A turret sends a global event and a medic sends a local event. | Events |
| 6 | Subtrees | Intermediate | The same Subtree runs with different variable overrides on two sides of the scene. | Subtrees |
| 7 | Property Binding | Intermediate | A Shared Variable stays synchronized with a C# property. | Property Binding |
| 8 | Save Load | Intermediate | Tree state, Transform data, and Animator state are restored from saved data. | Save/Load |
| 9 | Animation Sync | Intermediate | NavMeshAgent direction drives Animator parameters outside the tree. | Syncing Animations |
| 10 | Persistent Scenes A and B | Intermediate | One behavior tree remains active while the project changes scenes. | Save/Load |
| 11 | Utility Theory | Intermediate | Utility curves are reevaluated and the highest-valued branch is selected. | Utility Selector |
| 12 | Runtime Behavior | Advanced | A Subtree Reference is reevaluated and replaced at runtime. | Subtrees |
| 13 | Turn Based | Advanced | The tree is ticked only during the AI turn and stops after one decision. | API |
| 14 | Entities | Advanced | Entity Tasks control a large swarm and a baked turret. | Entity Baking |
Persistent Scenes A and B form one lesson, which is why 15 scene cards produce 14 rows in the learning order.
Choose by goal
- Understand tree traversal: Event Branches, Melee Combat, and Conditional Aborts.
- Build reactive AI: Hide And Seek, Events, and Utility Theory.
- Reuse behavior: Subtrees and Runtime Behavior.
- Connect Unity systems: Animation Sync and Property Binding.
- Preserve runtime state: Save Load and Persistent Scenes A/B.
- Scale or control execution manually: Entities and Turn Based.
Verify a sample before copying it
For every sample, first reproduce its described result without edits. Then select the active agent, open its tree, and identify the branch that produces the behavior. Copy only the graph pattern and the project-owned scripts or assets you understand; do not turn the imported sample folder into production content.
If a scene does not open or run, confirm its package checks, inspect the Console, and reimport the current sample version. Use Debugging after the scene loads and the issue is specific to tree execution.