Integrations
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.