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Overview

Aethiumian.AI is a behaviour-tree toolkit for Unity. You author a tree in a visual editor, attach it to a GameObject, and the runtime executes it alongside the Unity lifecycle.

How the pieces fit

Piece Role
BehaviourTreeData The tree asset: nodes, variables, and execution settings.
AI Editor The editor window for authoring tree assets.
AI component Runs a tree on a GameObject and forwards Unity updates to it.
BehaviourTree The runtime instance the AI component builds from the asset.
Nodes The building blocks of a tree, grouped into the categories below.

Each GameObject gets its own runtime copy of the tree, so one asset can drive many objects. Variables belong to that copy, except static variables, which are shared by every instance of the same asset, and global variables, which are shared by all trees.

Node categories

Category Use
Flow Control which children run and in what order, such as Sequence, Decision, and Loop.
Actions Long-running behaviour that finishes later, such as Walk, Idle, or PlayAnimationWait.
Calls One-step operations on Unity objects and your own scripts.
Determines Conditions and queries that produce a value or a true/false result.
Arithmetic Math and logic on variables.
Decorators Wrap one child and change or observe its result.
Services Run alongside a subtree, for example to interrupt it or count down.

You can add your own nodes; see Custom Nodes.

Where to go next