"U3d" Behavior designer Behavior tree (i.)

Source: Internet
Author: User

This series of articles by @ Meng Meng's day produced, without the Bo master allowed not reproduced.   


Behavior Designer Behavior Tree Plugin Introduction

        behavior Designer is a very good assetstore on the u3d, it is based on behaviour Tree A more complex module is developed on the basis of the relevant principles, and a powerful artificial intelligence technique is used. The first one will be Behaviour Tree Concept applied to the game is Halo 2 on Xbox, after which more game developers choose to apply behavior Tree hierarchical FSM to control AI. Let's talk about the concept of the behavior tree.

Simply put, the behavior tree is the modularity of all possible states, the abstraction of state into a single behavior, and the addition of a compound node (composites node) between each of the behaviors to allow logical control of each node. The decorative nodes (Decorator node) control the state of the child nodes, and the Behavior nodes (action node) handle the specific behavior, and the condition nodes (conditionals node) are used to determine whether the condition is true or not. The details of the above nodes will be explained later, and then how to use the Behavior designer plugin in u3d.

Behavior Tree Plugin download method

Behavior Designer This plugin can easily be found on the Assetstore, the current price is $ $, recommended for commercial users from the official platform for the purchase and use, Convenient for future function maintenance and continuous updating.


But for beginners, $75 may be too expensive. Release a copy of the 1.5.5 Hack Version plugin:

Dot me dot i dot i Extract code:HMS9

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simple use of the Behavior designer behavior Tree

After the package is imported into unity, we can see that the "Tools" item appears on the menu panel by clicking on the "Behavior Designer" below it--->

"Editor", we will be able to follow the behavior of the tree panel.





The left panel represents various nodes in the behavior tree, For example, we have previously introduced the , and so on, each of the options in the subordinate represents this different node feature.

The right-hand panel is the main window of the Behavior tree logic, and every behavior you add will be displayed under this panel. When we select any of the Gameobject in the game, we can add a behavior tree to the object by right-clicking on the panel---> clicking "Add Behavior", and we will find that this object will also automatically hang a name called Behavior Tree's Script component, click "Open" to quickly and easily open the Behavior Tree main window.



Next, use a simple example to illustrate how the behavior tree is created, such as allowing a tank to patrol automatically between two points.

I used Unity's official model scene, first creating a tank in the scene, and the two point waypoint1,waypoint2 that the tank was about to patrol, such as the way:


Click on the tank to enter the Behavior Tree Logic main window from the menu "Tool" to create the behavior tree (or add the Behaviortree component directly). Then find the "Patrol" (patrol) behavior from the left panel, add to the main window and set the corresponding behavioral properties (movement speed, turn speed, patrol point, etc.).


Note the description of the patrol behavior, which is a simulated patrol using Navmesh.


So we need to add the Navmesh component to the tank and bake the navigation of the whole scene.

After setting up, we found that the tank can patrol normally between two points:



The above is just a simple example of the use of a behavior tree, perhaps the novice has a few things inside, such as node properties, Navmesh, and so not quite understand, these will be in the later blog post will do a detailed explanation.

In short, we welcome you to actively discuss, welcome all kinds of communication ~~~~~~~~~~~~~





"U3d" Behavior designer Behavior tree (i.)

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