Skip to content
Opsive
  • Solutions
    • AI Solution
    • Animation Solution
    • Character Solution
    • Inventory Solution
    • Bundles
  • Support
  • Omni Animation
  • Studio
  • Shop
  • Cart

Documentation Tree

  • Behavior Designer
  • Overview
  • What is a Behavior Tree?
    • Behavior Tree Flow
  • Behavior Trees or Finite State Machines
  • Installation
  • Behavior Tree Component
    • Create a Behavior Tree from Script
  • Behavior Manager
  • Tasks
  • Parent Tasks
  • Writing a New Conditional Task
  • Writing a New Action Task
  • Debugging
  • Variables
    • Dynamic Variables
    • Global Variables
    • Creating Shared Variables
    • Accessing Variables from non-Task Objects
  • Conditional Aborts
  • Events
  • External Behavior Trees
  • Networking
  • Referencing Tasks
  • Object Drawers
  • Variable Synchronizer
  • Syncing Animations
  • Referencing Scene Objects
  • Task Attributes
  • Integrations
    • Dialogue System
    • Opsive Character Controllers
    • Playmaker
    • uScript
    • Visual Scripting
  • Videos

Integrations

Behavior Designer includes many tasks which integrate with third party assets. For most of those integrations, no extra steps are required and they can be added to a behavior tree and then have their values assigned. However, the integrations below have a more detailed explanation for how they work.

Dialogue System for Unity

Playmaker

Ultimate Character Controller

uScript

Keep Reading

Previous Page

Task Attributes

Next Page

Dialogue System

Opsive
Facebook Twitter discord Unity Asset Store
  • Solutions
    • Omni Animation
    • AI Solution
    • Character Solution
    • Inventory Solution
  • Support
    • Documentation
    • Downloads
    • Forum
  • Shop
    • My Account
  • Studio
    • News
    • Showcase
    • Terms & Conditions
  • Solutions
    • AI Solution
    • Animation Solution
    • Character Solution
    • Inventory Solution
    • Bundles
  • Support
  • Omni Animation
  • Studio
  • Shop
  • Cart