A modular, extensible Behaviour Tree framework for game AI — designed for clarity, flexibility, and performance.
- ✅ Node-based architecture (Selector, Sequence, Decorators, etc.)
- 🧩 Custom actions and conditions
- 🔁 Support for composite, decorator, and leaf nodes
- 📦 Serialized and runtime trees
- 🛠️ Editor-friendly
- 📄 Easy-to-read and debug
Behaviour Trees are a structured way to create complex, reactive AI. This system allows developers to create intelligent agents by composing nodes like:
- Composite Nodes:
Sequence,Selector - Decorator Nodes:
Inverter,Repeater,Timeout - Leaf Nodes:
Action,Condition
Example of a simple tree:
Selector
├── Sequence
│ ├── Condition: HasTarget
│ └── Action: MoveToTarget
└── Action: Patrol
Clone this repository:
git clone https://github.com/thilina27/MindWineBTThis includes a unity project with BT. If you only need the BT you can copy over only the MindWineBehaviourTree directory to your project.
Check sample scene.
/Runtime
/Tree # BTree logic
/Nodes # Built-in composite, decorator, and leaf nodes
/Samples # sample trees
/Editor # custom editor UI for Unity
- Visual editor for Unity
- Blackboard system for shared data
- Add Unity 6 version
MIT License — use freely in commercial and personal projects.
Made with ❤️ by [thilina27]
