Solve a gameplay goal

Common Behaviors show how several tasks work together to solve a recognizable AI problem. Each page explains the goal, tree structure, execution order, interruption, variations, and the built-in tasks used by the pattern.

Choose a scenario

Adapt each tree

The examples use descriptive task names so you can adapt the structure to your movement, combat, perception, and animation systems. A named gameplay task may be custom or supplied by an integration; the structural Composite and Decorator tasks are part of Behavior Designer.

The original Behavior Designer does not have Event nodes, so event handling remains in the standalone Events guide.