Atlas is the Opsive assistant for asking Behavior Designer Pro questions, planning a task, and generating validated GameObject or ECS task source inside Unity. Generated files remain previews until you explicitly apply them.

Install and connect Atlas

Atlas requires Behavior Designer Pro 3.3.0 or newer.

  1. Confirm the installed Behavior Designer Pro version is 3.3.0 or newer.
  2. Download Atlas from the Atlas page and import it into the Behavior Designer Pro project. Atlas is not available from the Opsive Downloads page.
  3. Install the Codex desktop app or standalone Codex CLI on Windows or macOS and sign in with the subscription you want Atlas to use.
  4. In Unity, open Tools > Opsive > Behavior Designer > Atlas. The Behavior Designer window can also open its docked Atlas panel.
  5. Select Sign in. Atlas opens a one-time browser page and checks the signed-in Opsive account for the selected product. If no matching direct order or linked Unity invoice is found, enter the invoice number on that page.
  6. Return to Unity. Confirm that Behavior Designer is selected as the active Opsive asset before asking product-specific questions.

No Atlas token or Codex credential is copied into the Unity Inspector. Codex authentication remains on the local machine.

Atlas generating a Behavior Designer Pro task and presenting the validated source before it is applied.

Choose how Atlas should help

  • Ask explains a Behavior Designer concept or suggests an existing built-in task without creating a file.
  • Plan produces an implementation plan that can be reviewed and saved before code generation.
  • Generate creates one or more task files. Atlas can generate Action, Conditional, Decorator, and Composite tasks for GameObjects or Entities.
  • Modify changes a user-authored task that you explicitly select while preserving unrelated code.
  • Correct sends real compiler diagnostics from an earlier result back through validation.
  • A request to build the saved plan can produce a dependency-ordered multi-file package. Atlas keeps incomplete batches staged and exposes Apply all only after the manifest is complete.

Atlas first checks whether a built-in task already performs the requested behavior. When it does, the useful result is guidance to use that task rather than a redundant subclass.

Generate a first task

  1. Create a source-control checkpoint and open a small test tree.
  2. Ask a narrow request with a visible result, such as: Generate a GameObject Action that rotates its target toward a Shared Transform and succeeds within two degrees.
  3. Review the response summary, generated filename, base class, fields, lifecycle methods, and success/failure behavior.
  4. Expand Show work only when you need the progress detail. Expand the code card to inspect the complete source.
  5. Select Apply FileName.cs to use the suggested path, Save as… to choose another project path, Copy to keep the source outside Atlas, or Discard to reject it.
  6. Let Unity compile. If it reports an error, send the exact diagnostic back through the correction action instead of manually guessing at framework boilerplate.
  7. Add the new task to the test tree and verify its Success, Failure, Running, interruption, and reset paths.

For a multi-file result, inspect every file before selecting Apply all. Atlas preserves planned subfolders beneath the destination you choose and rolls back the batch if a file write fails.

Understand the visible controls

  • Active Opsive asset changes the product context when more than one supported Opsive product is installed.
  • Model and Effort select from the choices currently returned for the connected provider. An unavailable combination is not forced by the Unity client.
  • New chat, chat tabs, and All chats separate unrelated requests. Keep one implementation in one chat so corrections retain the right context.
  • The settings menu contains connection and provider controls. Development builds compiled with ATLAS_DEVELOPMENT additionally expose Tools > Opsive > Atlas > Verbose Diagnostics for support investigation. This control is absent from ordinary builds.
  • Helpful and Not helpful report the result quality without applying a file.
  • Retry request repeats a failed request; Resume package build continues a recoverable multi-file build.

Atlas reflects exported types in assemblies it does not skip, including public members and serialized private fields; this API summary is not filtered by prompt relevance. It also automatically selects up to five eligible user-authored scripts from Assets, limited to 8,000 characters per file, and collects project instructions. These files can be included without explicit attachments. This context is sent with the request, rather than the entire Unity project. Review the current privacy and provider explanation on the Atlas page before using it with sensitive project code.

Verify the generated task

  1. Confirm the generated class derives from the intended Behavior Designer Pro GameObject or ECS base.
  2. Inspect the task in the normal Task Inspector. Its Shared Variables and attributes should render without a custom repair.
  3. Run the tree and verify the node’s visible status and player-facing result.
  4. Abort or disable the branch while the task is Running and confirm its cleanup occurs.
  5. Re-enter the tree and confirm fields and runtime state reset correctly.
  6. Commit the reviewed source as normal project code. Atlas output is not a substitute for source control or a gameplay test.

Troubleshooting

Symptom Check Fix
Behavior Designer is unavailable in the asset selector. Confirm the Behavior Designer Pro package compiled and its task base types are loaded. Resolve the first Console error, then reopen Atlas.
The browser says the product is not entitled. Confirm the browser uses the Opsive account that owns the order or linked Unity invoice. Sign in to the correct account or enter the matching invoice on the one-time connection page.
Atlas cannot find Codex. Confirm the Codex app or CLI is installed and signed in on this machine. Start Codex once, complete its sign-in, then retry the Atlas request.
A generated task duplicates a built-in task. Check the guidance and the Task List before applying. Prefer the built-in task unless the request genuinely requires different behavior.
Unity reports a compile error after Apply. Preserve the exact compiler diagnostic and the generated file. Use the Atlas correction action so the result is validated again, or discard/revert the file.
The task compiles but behaves incorrectly. Check target ownership, lifecycle cleanup, Shared Variable assignments, and expected task status. Reduce the request to one observable responsibility and test each status path before expanding it.