Making of BDT-0011 - E17 - Alien Behaviour Tree Implementation - Control Flow Nodes

Опубликовано: 02 Март 2026
на канале: DevViktoria
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The alien movements are going be controlled by a behaviour tree. The beahviour tree is implemented using ScriptableObjects.
In this video I show you the implementation of the nodes and in particular the selector, sequence and conditional nodes.

00:00 Introduction, structure of the nodes
01:05 BehaviourTreeNode class
01:26 BehaviourTreeNodeProcessor class
02:54 BehaviourTreeSelector class
05:56 Status enumerations
06:46 BehaviourTreeSequence class
07:59 BehaviourTreeConditional class
10:51 OnDeathConditional class
11:10 IBehaviourController interface
15:22 DoorAttackerController component

Links I found useful when I was making the video:

Artificial Intelligence for Beginners course
https://learn.unity.com/course/artifi...

Behaviour Trees project from the Artificial Intelligence for Beginners course
https://learn.unity.com/project/behav...

Pluggable AI With Scriptable Objects
https://learn.unity.com/tutorial/plug...

Unite 2016 - Overthrowing the MonoBehaviour Tyranny in a Glorious Scriptable Object Revolution
   • Unite 2016 - Overthrowing the MonoBehaviou...  

Behavior tree - Wikipedia
https://en.wikipedia.org/wiki/Behavio...)

An event-driven behavior trees extension to facilitate non-player multi-agent coordination in video games
https://cs.uns.edu.ar/~ragis/Agis%20e...

Github repo link of the project:
https://github.com/devviktoria/bdt001...