Tree Feedback

Hey All,
Now that i've been working with behavior designer for about a week I think i'm getting the hang of it and I have my first tree complete. I was wondering if I could get some feedback particularly related to performance. The requirements are as follows:

Enemy AI Behavior that can:
- Detect the player via sight
- Detect the player via sound
- Detect nearby bullet impacts
- Become alert when nearby enemies become alert
- Become alert when taking damage
- Patrol (Not all enemies need to do this)
- Group patrol (Not all enemies need to do this)
- Engage in an NPC to NPC conversation while idle or walking (Not all enemies need to do this)
- Stand idle

I have attached some screen shots of the idle behavior tree.

Please let me know what you think as I am still trying to learn to tools.

Thanks,
Colton

P.S This tree works perfectly right now, just wondering if there is a better/more performant way of doing it
 

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  • LightSoldier_IdleAIScreenshot.png
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Your tree structure looks great, nice and clean. At a high level your structure looks similar to the character controller integration tree so I think that you'll have good results with it. To truly check the performance you could (and should!) profile your game to see where the bottlenecks are, but I don't think that you'll find any with the tree traversal.
 
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