Looking for examples of complex behavior trees, ideally used in completed games

OregonJunco

New member
Hi there! I've been using Behavior Designer for a few years, and while I like it on the whole I sometimes find myself struggling how to organize my trees as the complexity of the AI grows.

I've appreciated the examples provided in the asset bundle and documentation videos, but they are all very simple setups designed solely to demonstrate one or two features. I would love to know if there are accessible examples of what Opsive behavior trees look like in complex, finished games, so that I can compare those with my own.

Does anybody know of documentation, video overviews, or better yet open-source repositories of full game projects that use Behavior Designer? Thanks!
 
I am not aware of any projects that have shared their behavior tree but for a complex tree take a look at the Deathmatch AI KIt:

 
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