Action Nodes¶
Action is the executable base category for logic nodes that can run over time and end with success or failure.
Available nodes¶
Await¶
- Wait for a referenced async task to complete before returning.
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FixedJump¶
- Perform one direct or planner-provided ballistic jump.
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Fly¶
- Move toward a configured goal through planned aerial waypoints.
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Jump¶
- Move toward a configured goal through planned ballistic jumps.
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FunctionAction¶
- Execute a selected reflected function as an action lifecycle node.
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Idle¶
- Let the current object slow down to zero velocity.
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ObjectAction¶
- Execute a method on a specific object with action-style completion.
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PlayAnimationWait¶
- Play an animator state and wait until the state is no longer current.
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ScriptStartCoroutine¶
- Start a coroutine method on the AI script.
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Sprint¶
- Apply force to the AI host for a configured duration.
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Stop¶
- Decelerate or stop movement with selectable strategies.
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Subtree¶
- Execute a referenced behaviour-tree data asset as a nested tree.
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WaitForAnimationEnd¶
- Wait for an animation state to finish naturally or be interrupted.
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WaitForDestroy¶
- Keep waiting until a referenced Unity object is destroyed.
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Walk¶
- Move toward a configured goal through planned ground traversal.
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