Perform work
Actions change or wait on game state. They can finish immediately, remain Running across several updates, or return Failure when the requested work cannot be completed. Examples include Wait, Log, Send Event, Unity component tasks, and movement tasks supplied by an integration.
Choose a status deliberately
- Return Running while movement, animation, timing, or asynchronous work continues.
- Return Success when the intended result is complete.
- Return Failure when a parent should stop the branch or try a fallback.
Actions are not reevaluated by conditional aborts. Put the changing question in a Conditional, then use that Conditional to control when the Action branch starts or stops.
Built-in groups
The task list organizes Actions by purpose, including Behavior Tree control, debug output, reflection, variables, and Unity types such as Animator, AudioSource, GameObject, Transform, physics, math, and time. Installed integrations add their own categories.
Use Writing a New Action Task when the requested operation is specific to your project.