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AI Editor

Open the editor from Window > Aethiumian AI > AI Editor, then select a BehaviourTreeData asset. The toolbar provides Graph, Nodes, Variables, and Properties pages, plus refresh, settings, and maintenance commands.

Windows and preferences

  • Each BehaviourTreeData opens in its own AI Editor window. Opening a tree that is already open focuses its window.
  • The node clipboard is shared between windows, so nodes copied in one tree can be pasted into another.
  • When no tree is selected, Create New Behaviour Tree creates an asset. If the current selection is a GameObject, the editor adds or reuses its AI component and assigns the new tree when AI.Data is empty.
  • Editor preferences are under Edit > Preferences > Aethiumian AI > AI Editor, or the toolbar Settings button.

Graph

AI Editor graph

The Graph page shows the reachable execution flow and the selected node inspector in one workspace. It supports:

  • pan with the middle mouse button or Alt + left mouse button, and zoom with the wheel;
  • single selection, box selection, grouped dragging, duplication, and deletion;
  • node search and creation, compatible-port insertion, and connection;
  • Set as Head to change the root node, and drag to reorder ordered references;
  • context menus, shared clipboard operations between editor windows, and explicit Auto Layout.

Select a node to edit its fields in the right-hand inspector. Control-flow nodes expose ordered outputs, branch nodes expose separate result paths, and services are drawn on a side rail beside their host subtree.

Nodes

The Nodes page lists the tree as a hierarchical overview with an inspector for the selected node. It edits the same tree data as Graph.

Variables

AI Editor variable table

The Variables page defines the tree-level values available to nodes. Each row has a name, type, default value, scope, and static option. Variable names must be unique within a tree. See Variables for the supported types.

Properties

AI Editor properties

The Properties page configures integration and execution settings, including the target script, target prefab, random source, scope, action timeout, and error-handling policies.

Graph positions live in a separate editor-only layout. Opening or refreshing a tree preserves existing coordinates and should not modify the behaviour tree asset.