Skip to main content

BehaviorTreeAi

10 tools in this family (folder Editor/Tools/BehaviorTreeAi/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.

ToolEffectDescription
bt_compile_observer_patternwritesCompile an event-driven re-evaluation table (the observer pattern). Instead of ticking
bt_create_tree_assetwritesCreate a BehaviorTreeAsset .asset under Assets/_Game/AI/BehaviorTree/Trees/ with the
bt_export_conditional_abortswritesExport node-level conditional-abort metadata (None / LowerPriority / Self / Both)
bt_export_dot_graphwritesExport the spec as a Graphviz .dot file for visualisation. Composites are boxes,
bt_export_external_behavior_assetwritesPackage a subtree as BurilBehaviorTreeAsset (ScriptableObject) for reuse across
bt_generate_codewritesEmit BehaviorTreeAsset.cs, BehaviorTreeRunner.cs, BehaviorNode.cs and Blackboard.cs into
bt_propose_from_promptread-onlyBuild a BehaviorTreeSpec skeleton from a natural-language brief like
bt_simulate_decision_pathread-onlyMonte-Carlo simulate the tree given a probability distribution over leaf outcomes.
bt_simulate_tickread-onlyDry-run a single tick over the spec using a stub blackboard. Action and condition
bt_validate_specread-onlyValidate a BehaviorTreeSpec. Returns { ok, errors[], node_count, blackboard_count,