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.
| Tool | Effect | Description |
|---|---|---|
bt_compile_observer_pattern | writes | Compile an event-driven re-evaluation table (the observer pattern). Instead of ticking |
bt_create_tree_asset | writes | Create a BehaviorTreeAsset .asset under Assets/_Game/AI/BehaviorTree/Trees/ with the |
bt_export_conditional_aborts | writes | Export node-level conditional-abort metadata (None / LowerPriority / Self / Both) |
bt_export_dot_graph | writes | Export the spec as a Graphviz .dot file for visualisation. Composites are boxes, |
bt_export_external_behavior_asset | writes | Package a subtree as BurilBehaviorTreeAsset (ScriptableObject) for reuse across |
bt_generate_code | writes | Emit BehaviorTreeAsset.cs, BehaviorTreeRunner.cs, BehaviorNode.cs and Blackboard.cs into |
bt_propose_from_prompt | read-only | Build a BehaviorTreeSpec skeleton from a natural-language brief like |
bt_simulate_decision_path | read-only | Monte-Carlo simulate the tree given a probability distribution over leaf outcomes. |
bt_simulate_tick | read-only | Dry-run a single tick over the spec using a stub blackboard. Action and condition |
bt_validate_spec | read-only | Validate a BehaviorTreeSpec. Returns { ok, errors[], node_count, blackboard_count, |