Common Behaviors
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
- Wander for a Limited Time runs movement and a timer together.
- Patrol and Chase an Enemy switches between patrol and pursuit when perception changes.
- Retry with Delay waits before trying a failed branch again.
- Timeout stops work that takes too long.
- Attack with Cooldown delays completion after an attack so it cannot immediately repeat.
- Search After Losing a Target transitions from pursuit to searching and then patrol.
- Flee at Low Health gives survival behavior priority over combat and patrol.
- Fallback Strategies tries alternatives in a deliberate order.
- Switch External Behavior Trees selects reusable behavior assets for different agent roles.
- Choose the Highest-Priority Need compares changing needs before selecting a branch.
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.