Making a production-ready Behavior Tree system (Part 1) in Unity C# - Game AI Mastery Part 6

Опубликовано: 14 Май 2026
на канале: Zeus GameDev Academy
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A solid behavior tree system is the key to making advanced game AI with ease, we're going to make our own, we improve on the rudimentary task system that we made in Episode 4.

I decided to split this into many videos since there's a lot to talk about and I wanted to do each part justice.

Watch the Game AI Mastery Course playlist here:
   • AI Groups And Formations in Unity C# - Gam...  

Download project files and playable build here:
https://zeusgameassets.itch.io/ai-mas...

Support my work by buying me a coffee: https://ko-fi.com/zeusgameassets

Timestamps:
00:00 Introduction and overview how game AI is made
02:42 What is a behavior tree, the theory behind advanced game AI
06:02 The end result, what we're going to accomplish
08:38 Upgrading our base task scripts
18:50 Actions (Idle, Wait, Log)
19:02 Composites (Parallel, Sequence and UtilitySelector)
22:59 Decorators (RandomChance and Repeater)