Simple AI Behavior Graph is a node-based AI framework for Unity that allows you to create enemy behavior visually using graphs and a blackboard system.
Unlike traditional behavior trees that rely heavily on selectors and sequences, this system uses holdable behaviors and exit conditions to achieve similar results while remaining easier to read and organize.
The graph allows for external function calls to allow for any type of enemy you could image as well as many prebuild actions. Additionally Subsystems introduce a higher level of organization and can be called from outside the graph, allowing direct implimination of systems such as:
The framework is designed for both rapid prototyping and advanced final products. Built-in nodes allow quick setup of common AI behaviors, taking as little as 5 minutes for simple AIs. Custom behavior support makes it easy to integrate your own systems and gameplay logic.
Supports:
• 2D and 3D Projects
• NavMesh AI
• Blackboard Variables
• 4 Built in movement motors
• Subsystems / Subgraphs
• External subsystem calls
• Custom Function Calls
• Multiple Movement Systems
• Hold Behaviors & Exit Conditions
• Live Debugging
• Animator Integration
Includes example scenes demonstrating both 2D and 3D AI setups.
Documentation:
https://docs.google.com/document/d/1XUIQeO-I4HCO47q9JcBdO815DCihTZunLH5PRl2eICA/edit?usp=sharing