Pine Pack - Behavior Trees

◼ ​Behold! CatBorg Studio™ Presents ◼


P.I.N.E. - Procedural Intelligence Node Editor- allowing for the creation of complex behavior trees and decision-making systems.


◼ Key Features ◼

  • Standalone: PINE operates independently, requiring no additional modules or assets.
  • Node Editor: Includes an editor based on Unity's Graph View, facilitating an easy and intuitive workflow.

◼ Features List ◼

  • Blackboard: Provides flexible access to variables and included in-scene objects.
  • Custom Inspectors for Nodes: Designed based on developer feedback to streamline your workflow.
  • Node State Indicators: Enables quick identification of node and tree states.

◼ Node Types◼

  • Action Nodes represent the core tasks that an AI can perform within a Behavior Tree. These nodes execute specific actions, such as moving, attacking, or interacting with objects, allowing for dynamic gameplay behavior and interaction with the game environment. Amount of implemented Action Nodes: (56)
  • Decorative Nodes modify the behavior of their child nodes without directly executing actions. They can control flow, add conditions, or introduce additional logic, such as repeating actions, inverting success/failure conditions, or implementing cooldowns, enhancing the complexity and adaptability of AI behaviors. Amount of implemented Decorative Nodes: (11)
  • Selector Nodes act as decision-makers in a Behavior Tree, evaluating their child nodes in order. They succeed as soon as one child node succeeds, allowing for a fallback mechanism that prioritizes multiple possible actions, ensuring that the AI always attempts the most suitable action first. Amount of implemented Selector Nodes: (1)
  • Sequencer Nodes ensure that a series of child nodes are executed in order. They continue processing until one child fails or all succeed, making them ideal for tasks that require multiple steps to be completed in a specific sequence, such as preparing for an attack or navigating through a series of obstacles. Amount of implemented Sequencer Nodes: (1)
  • Branch Nodes provide the ability to split the flow of execution within a Behavior Tree based on specific conditions. They allow for more complex AI logic by determining which path to follow based on runtime evaluations, enabling nuanced decision-making processes tailored to the game's context. Amount of implemented Branch Nodes: (10)

Full Node List could be check out in online documentation bellow.


◼ Integrated Assets ◼


◼ Support & Updates ◼

Running into issues with the asset, or stuck on a design idea? If you’re working with complex node setups or thinking of adding a custom node, reach out to me directly, and we’ll tackle it together.