11000+款5星资源

8.5万+用户参与评分

10万+社区成员鼎力支持

每款资源都经过 Unity 审核

首页
工具
行为 AI
1/5
Presenting a new approach to writing behavior-tree-like AI logic, using nestable coroutines analogous to behavior nodes.

Also included: simple object, and GameObject pooling solutions, and a Signals implementation of the Observable pattern as a type-safe event system, with an example scene and an in-depth manual.

Aims to be a simple, hackable and to-the-point prototyping bootstrap solution for your projects.

How it works:
- you write IEnumerable<Routine> return-typed coroutines
- which yield special Routine instructions (or nulls) between blocks of regular coroutine code
- you "invoke" child nodes using various (Routine).Run(...); -like calls
- you only need to tick the Update() function of the root node (a Routine) yourself

- a dynamic "behavior tree", with a current "active branch" will be automatically maintained trough yielding, in the background (with additional pooling and reusing of nodes for efficiency)
- use the Unity Profiler to visualize the dynamic behavior tree

Proto* framework

(暂无评分)
28 users have favourite this asset
(28)
$5
席位
1
更新的价格和增值税在结算时计算
退款政策
该资源受Unity资源商店退款政策约束。有关详细信息,请参见《最终用户许可协议》(EULA)中的第2.9.3节。
安全结账方式:
Supported payment methods: Visa, Mastercard, Maestro, Paypal, Amex
高品质资源
11000+款5星资源
深受用户信赖
8.5万+用户参与评分
强大的社区支持
10万+社区成员鼎力支持
Unity logo
语言
反馈
合作伙伴计划
合作伙伴
USD
EUR
Copyright © 2025 Unity Technologies
所有价格不包含税
USD
EUR