The uScript integration lets a Behavior Designer task signal a uScript graph
and optionally wait for the graph to return Success or Failure.

Set up the integration

  1. Install uScript.
  2. Import uScript.unitypackage from the Behavior Designer Integrations folder
    or the Opsive downloads page.
  3. Create and compile the uScript graph, then add its generated component to a
    GameObject.

Connect a graph

  1. Add Behavior Tree Signal to the uScript graph and use its Start
    output to begin the work.
  2. Connect the work path from Start Signal.
  3. Finish the path with Resume Behavior Tree, returning the result that the
    parent tree should receive.
  4. Add Start Graph to the Behavior Tree and assign the GameObject containing
    the compiled graph.

Enable Wait For Graph Completion on Start Graph to keep the task
Running until the graph resumes it. If the
task never completes, confirm that the assigned GameObject contains the compiled
graph component and that every intended graph exit reaches Resume Behavior
Tree
.

Lifecycle limitation

The shipped Start Graph bridge dispatches Start even when its pause or
resume callback requests another signal, and it does not dispatch End when
the task ends. Do not use the signal node’s Pause, Resume, or End
outputs as lifecycle notifications from this bridge. Pausing or resuming can
retrigger the Start path; guard that path against duplicate work and handle
cancellation explicitly in your game’s integration. A bridge implementation
change is required for distinct lifecycle signals.