Prototype Behavior Graph Unity

Implementation of a behavior tree using the Behavior package, which enables the use of Behavior Graph in Unity.

This was done to develop NPC decision-making and manage their behavior.

Four types of NPCs were implemented, each programmed using Behavior Graph, designed with the package’s nodes and customized as needed.



Main Goal

The goal of the prototype is to determine the versatility of this tool and to show that, when combined with a state machine, it can expand the decision-making capabilities of NPCs.


Pros / Cons

Unlike other behavioral systems or AI systems, the Behavior Graph makes it easy to manipulate nodes, which simplifies interaction with and understanding of the design.

However, the process of creating nodes can be a bit cumbersome, but its versatility makes it a good option for managing character AI, focusing on various behaviors and situations rather than on the transition between each state.



Published 7 days ago
StatusPrototype
PlatformsHTML5
AuthorJ4ZO
Made withUnity
ContentNo generative AI was used

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