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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  • Play an animator state and wait until the state is no longer current.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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