Opsive
  • Solutions
    • AnimationGenerate, edit, and control game-ready animations
    • CharacterProduction-ready first and third-person character controllers
    • DecisionCreate powerful AI behaviors with visual logic tools
    • InventoryA complete, scalable inventory framework for Unity
    • Bundles
    • StateBuild clean, reusable state-based gameplay logic
  • Support
  • Atlas
  • Studio
  • Shop
  • Cart
  • Account
  • Solutions
    • AnimationGenerate, edit, and control game-ready animations
    • CharacterProduction-ready first and third-person character controllers
    • DecisionCreate powerful AI behaviors with visual logic tools
    • InventoryA complete, scalable inventory framework for Unity
    • Bundles
    • StateBuild clean, reusable state-based gameplay logic
  • Support
  • Atlas
  • Studio

Behavior Designer Pro

  • Overview
  • Requirements
  • Version Comparison
  • Getting Started
    • Your First Behavior Tree
    • Sample Scenes
    • GameObject or Entity Tasks
    • Updating and Migration
    • Import Errors
    • Custom Task Migration
  • Behavior Trees
    • Behavior Tree Basics
    • Tasks
      • Actions
        • Perform Interruption
        • Stacked Action
      • Conditionals
        • Stacked Conditional
      • Composites
        • Selector
        • Sequence
        • Parallel
        • Parallel Selector
        • Utility Selector
        • Priority Selector
        • Random Selector
        • Random Sequence
        • Selector Evaluator
      • Decorators
        • Conditional Evaluator
        • Cooldown
        • Iterator
        • Inverter
        • Repeater
      • Events
    • Common Behaviors
      • Wander for a Limited Time
      • Patrol and Chase an Enemy
      • Retry with Delay
      • Timeout
      • Attack with Cooldown
      • React to an Event
      • Search After Losing a Target
      • Flee at Low Health
      • Fallback Strategies
      • Switch Subtrees
      • Choose the Highest-Priority Need
    • Flow
    • Blackboard
    • Behavior Trees vs Finite State Machines
  • New Tasks
    • GameObject Task
    • Entity Task
    • Event Node
  • Conditional Aborts
  • Variables
    • Accessing Variables
    • ECS Variables
    • Scope
    • Property Binding
  • Entity Baking
  • Events
  • Subtrees
  • Debugging
  • Performance
  • Syncing Animations
  • Referencing Scene Objects
  • Save/Load
  • Extending the Editor
    • Control Types
    • Node Views
  • API
  • Networking
  • Repository
  • Resources
  • Integrations
    • A* Pathfinding Project
    • Animal Controller
    • Atlas
    • Curvy Splines
    • Dialogue System
    • DOTS Survivors
    • Easy Build System
    • Feel
    • Juicy Actions
    • Love/Hate
    • PlayMaker
    • Quest Machine
    • Sensor Toolkit 2
    • Simple Waypoint System
    • State Designer
    • Ultimate Character Controller
    • Ultimate Inventory System

Resources

Export
  • Open in ChatGPT
  • Open in Claude
  • Download Product PDF
  • Download Product Markdown

On this page

  1. Official Opsive resources
  2. Courses and project examples

The following resources provide walkthroughs, examples, and broader introductions to behavior-tree design.

Official Opsive resources

  • Behavior Designer Pro videos
  • Behavior Tree Basics video series
  • Opsive Character Controller Integration Explanation
  • Deathmatch AI Kit Implementation Explanation

Courses and project examples

  • Awesome AI made Easy with Behavior Designer
  • Unity AI Guide: Create a Autonomous Game with Adaptive NPCs
  • Recreating the FALSE KNIGHT Boss Fight
  • Practical Guide to AI in Unity
Previous Repository Next Integrations
Opsive
  • Solutions
    • Animation Solution
    • Character Solution
    • Decision Solution
    • Inventory Solution
    • State Solution
  • Support
    • Documentation
    • Downloads
    • Forum
  • Shop
    • My Account
  • Studio
    • Atlas
    • News
    • Terms & Conditions