godot-behavior-tree-plugin

Behavior Tree implementation for the Godot Engine as an addon in pure GDScript (by godot-addons)

Godot-behavior-tree-plugin Alternatives

Similar projects and alternatives to godot-behavior-tree-plugin

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better godot-behavior-tree-plugin alternative or higher similarity.

godot-behavior-tree-plugin reviews and mentions

Posts with mentions or reviews of godot-behavior-tree-plugin. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-04.
  • Can someone explain to me Godot's Scene, Node and Signal Architecture/System in terms of Unity Scenes, GameObjects, Components and Prefabs?
    2 projects | /r/godot | 4 Aug 2022
    These plugins are explicitly NOT workable if you think in unity. https://github.com/godot-addons/godot-behavior-tree-plugin https://gitlab.com/atnb/xsm/
  • Behavior tree plugins in the asset library
    1 project | /r/godot | 17 Jan 2022
    Also, there's https://github.com/godot-addons/godot-behavior-tree-plugin and something here https://gdscript.com/solutions/godot-behaviour-tree/. If you really need something working to touch first, then pick the one you understand better.
  • How to make better AI
    2 projects | /r/godot | 4 Mar 2021
    Seems like you need more variation in the behavior of your enemies. Using states for designing enemy ai is recommended if you have only a handful of states. What you want to achieve is more sophisticated I guess. Implementing it with states is certainly possible, but will get very messy quickly. I recommend you look up behavior trees (e.g. https://gdscript.com/solutions/godot-behaviour-tree/), as they allow you to design relatively easily different enemy ais. There is also a godot plugin which implements behavior trees (https://github.com/godot-addons/godot-behavior-tree-plugin).
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almost 4 years ago

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