AngryAnt brings us a nice library for pathing and behavior trees in Unity3D with excellent editor integration. Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts. The release is solid with documentation, video samples and is very easy to integrate. If you have a need for AI, bots, scripted animations or other madness in your game be sure to check out the pathing library and or the behave library from AngryAnt to implement or research.

Path Features

Specs:

Available for unity indie as well as pro licensees

Can run in webplayers as well as stand-alone

Requires no additional installations

Features:

Easy to use editor interface

Navmeshes

Waypoint networks

Cached pathes

Distributed processing using coroutines

Tag-filtered pathfinding

Hierarchal “grid network” pathfinding

Auto-recalculate on runtime network changes

Tutorials

I recommend you study the “Editor demo” unity project available on the Path download page. This project will be used in the tutorials below and contains an example Path setup.

Tutorial 1 – The basics

Runtime reference

The Path project comes with a small, but effective runtime API. The following links list the classes herein and their methods / properties.

Path unity package Path package The Path package contains all you need to start using the Path editor and run-time components in your project. Demo unity project Demo project The Demo project is a complete unity 2.5 project with Path already added, a sample Path collection set up and example scripts requesting path calculations and following them.

Behave Features

Specs:

Available for unity indie as well as pro licensees

Can run in webplayers as well as stand-alone

Requires no additional installations at runtime

Features:

Implements behaviour trees

Re-use common behaviour by reference

Drag and drop editor interface inside the unity editor

Simple connection to character actions via C# interface

Designed trees are built to .net assembly code for maximum performance

Runtime debugging features

Powerful stand-alone editor – including web version

Behave unity package Behave package The Behave package contains all you need to start using the Behave editor, compiler and run-time in your project. Behave 0.3b hotfix Behave 0.3b hotfix This hotfix solves a few critical issues with Behave 0.3b and unity 2.5. It’s still quite buggy and I’m working on a more extensive rewrite. Stay tuned. Demo unity project Demo project The Demo project is a complete unity 2.1 project with Behave already added, a sample behaviour tree designed and compiled plus an example script showing how compiled behaviour trees are integrated with unity MonoBehaviour scripts. Behave builder application Behave builder Behave builder is a stand-alone application offering the behaviour tree editors (excluding the compiler) outside the unity editor. It is currently OS X only. This application is also available in an online version – check it out in the “Preview” section of this page. Example library CitySimulation.behave CitySimulation.behave is the library used in the demo project – saved as a Behave builder file. You can use this file directly in the online and offline version of Behave builder or import it to a unity project via the Behave “Assets” menu.

Tags: behave, behavior trees, GAMEDEV, path, pathing, unity3d