This behaviour tree is for an AR project to define the behaviour of a abyssal monster chicken that you can interact with.
Learnings:
- First time I used Unity's new and still experimental VisualGraph feature
- I have explored the VisualElement and IMGUI systems a lot
- How a behaviour tree works (who would have thought?)
- A lot of editor and tool scripting
For anyone who does not know about the VisualGraph feature. This offers a basic Graph system with nodes that can have input and output ports. Apart from that I have made everything myself (Node
looks, titles, functionality to delete and add ports etc.)