Integrations add Tasks that command or inspect another gameplay system while Behavior Designer Pro owns the decision flow.

Install an integration

Download the matching bridge from Opsive Downloads, then import it after the third-party asset. Bridges are separate downloads and appear in the project only after import. Provider-maintained exceptions are identified on their integration pages.

Open Tools > Opsive > Behavior Designer > Integrations to review the installed entry, then search the Task List for a Task named on its page below.

Available integrations

Integration What it adds
A* Pathfinding Project
Asset Store
An A* pathfinder adapter and examples for the Movement, Formations, and Tactical add-ons.
Animal Controller
Asset Store
Malbers animal movement, targeting, stance, Mode, reaction, weapon, aim, and controller Conditions.
Atlas
Atlas page
Ask, plan, generate, modify, correct, review, and apply validated GameObject or ECS tasks in Unity.
Curvy Splines
Asset Store
Create and query splines, control points, nearest positions, segment values, and spline alignment.
Dialogue System
Asset Store
Conversations, barks, sequences, Lua, dialogue variables, and quest state tasks.
DOTS Survivors
Provider documentation
A provider-maintained ECS-agent bridge whose package and support boundary live with DOTS Survivors.
Easy Build System
Asset Store
Control building modes, previews, placement, adjustment, destruction, upgrades, and saves.
Feel
Asset Store
Play a single feedback or an MMF Player feedback sequence.
Juicy Actions
Asset Store
Coordinate Action Executors and behavior trees in either direction, including status and variable transfer.
Love/Hate
Asset Store
Faction, affinity, deed, rumor, emotion, personality, and relationship tasks.
PlayMaker
Asset Store
Start, stop, resume, signal, and synchronize PlayMaker 1 finite state machines and behavior trees.
Quest Machine
Asset Store
Quest generation, state, counters, messages, spawners, dialogue, alerts, heads-up display, and Journal interface tasks.
Sensor Toolkit 2
Asset Store
Pulse sensors, inspect detections and signals, test obstruction, and steer seek or strafe targets.
Simple Waypoint System
Asset Store
Select paths and waypoints and start, pause, resume, stop, or retime their movement.
State Designer
Asset Store
Start, stop, inspect, and synchronize a State Machine from a behavior tree, with reciprocal State Designer nodes.
Ultimate Character Controller
Asset Store
Control abilities, effects, items, health, attributes, State System state, aim, and character events.
Ultimate Inventory System
Asset Store
Inspect or change Items, Currency, Item Actions, interface panels, interactions, and Version 1 saves.

Runtime ownership

The behavior tree owns the decision and branch lifetime; the third-party system owns the operation requested or queried by the integration Task. Inspect both when their states disagree.