Getting Started
Create one direct Attack group on open navigation data before testing positional maneuvers, dynamic membership, or reinforcement protocols.
The built-in tasks use Unity’s navigation mesh. Integrations add task variants for other supported pathfinding assets.
Create a tactical group
- Use the same pathfinder implementation on every member.
- Implement the attack and damage contracts in Interfaces, or import an integration that supplies them.
- Run the same maneuver on every participating behavior tree.
- Configure tasks to share the expected group and target information.
- Tune formation, attack range, and timing for the maneuver.
In Play Mode, verify movement and combat separately. Reaching a tactical position does not prove the attack or damage implementation is connected.
Tactical task lifecycle
Most group maneuvers collect participants, calculate positions, move each agent, wait for readiness, and request attacks through IAttackAgent.
A failure therefore belongs to one of three systems:
- Coordination: members or targets do not share expected task data.
- Navigation: an assigned position is not reachable by that provider.
- Combat: the agent is in position, but attack readiness, distance, angle, or target state prevents engagement.
Inspect these phases in order rather than widening every navigation and combat threshold at once.
Build a tactical tree
Keep target acquisition and high-level selection outside the maneuver. A typical graph detects and stores a target, selects direct or positional engagement based on space and group state, then falls back to Retreat or Request Reinforcements when health or numbers change.
Use conditional aborts when those conditions must interrupt a Running maneuver. Avoid running two tactical tasks that both own the same destination.
Continue with Maneuver Reference and verify the chosen action’s Success, Failure, interruption, and unreachable-position paths.