Using UI Toolkit, runtime editing is possible in Behaviour Tree Node Editor developed in Unity Engine (2021.2.19f1 version used)
NOTE: Since UI Toolkit(ui builder) is in experimental phase, I strongly recommend NOT to use it for production purposes. Because still getting some weird null references while updating some configs in UI Builder.
I think this SS speaks thousand words 👇
To open behaviour tree window from menu bar - click BOG/BehaviourTreeEditor. The first time opening up the behaviour tree editor a prompt will appear to create a new behaviour tree. Pick a name for the tree and select a location, then press Create.
KeyCode | Action |
---|---|
DEL | Deletes the currently selected nodes |
A | Frames all nodes on the canvas |
O | Frames the canvas origin |
[ | Frames the child node of the current selection |
] | Frames the parent node of the current selection |
Various settings for the behaviour tree editor can be accessed via the standard project settings menu under the Behaviour Tree category.
ExampleScene is provided for quick demonstration. To see behaviour tree of agent in this scene, open Behaviour Tree Editor Window (from menu bar, click BOG/BehaviourTreeEditor). Then, select Agent game object in the scene. (In-progress: Use Blackboard to store temporary data that multiple nodes need read and write access to)