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Event-driven behavior tree library for code-based AIs in Unity
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NPBehave is a C# behavior tree library for Unity, designed for code-first AI development. It offers an event-driven approach, allowing behavior trees to remain in their current state and only traverse when necessary, leading to improved performance and simpler logic compared to traditional frame-by-frame traversal. The library is suitable for developers who prefer defining AI logic through code rather than visual editors.
How It Works
NPBehave utilizes an event-driven architecture where nodes only execute when triggered by an event, typically managed through a Blackboard. Blackboards act as a shared memory for AI, storing and observing data changes. Nodes like BlackboardCondition
and Service
interact with the Blackboard, allowing the tree to react dynamically to state changes without constant polling. This approach enhances efficiency by minimizing unnecessary computations.
Quick Start & Requirements
NPBehave
folder into your Unity project.Highlighted Details
Maintenance & Community
Licensing & Compatibility
Limitations & Caveats
NavWalkTo
node is marked as experimental.6 months ago
Inactive