Create a custom Behavior Tree component?

Syadeu

New member
Hi, currently I'm building my own custom framework for Unity.
My framework is based on ECS(not Unity's one) so doesn't stick to the specific GameObject, and here is the problem.

I've seen far, External Behavior Tree asset must require a Behavior Tree component for initializing, and running.
but my framework uses GameObject as a proxy for just rendering stuff, which could be used by any Entities at any time.
I could manually assign a proper External Behavior Tree for each Entity by attaching a new GameObject for just Behavior Designer, but it doesn't seem right to make unnecessary memory.

So... I was wondering is there any solution for data component structure?
Like, use only External Behavior Tree assets and run them without using any UnityEngine.Object.

Thanks in advance.
 
The behavior tree execution is on a MonoBehaviour and is tied to the GameObject architecture so there's not an easy way to separate it out. I have a prototype of it working with ECS but have been holding off on it since Unity has stalled on their implementation.
 
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