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Oh, Behave! AI with Behavior Trees in Unity and C#

Emil Johansen on January 25, 2011

The first generation of BT editors resembled built-in tree widgets with their attached property editors. Now much richer widgets are used in practice, making it easier for developers and designers to edit behavior trees.

In this masterclass, you'll discover AngryAnt Behave: a behavior tree tool and runtime for the popular Unity platform. Emil Johansen will explain the details behind the implementation, including the integration with the agent API and code generation. You'll also see the editor in action, and find out what nodes and design patterns are most commonly used.