
Equip your behavior trees with 15 versatile formation tasks designed for intelligent navigation and dynamic locomotion in both 2D and 3D environments. Agents can join and leave the formation at any time. The formation will dynamically respond to changes.📚Documentation | 💬Discussions | 🌐Discord🧠Included Behavior Tree TasksArcCircleColumnDiamondEchelonExistingGridLineRowSkirmisherSquareSwarmTriangleVWedgeTasks are ideal for crowd systems, RTS games, companion AI, enemy squads, and any project requiring coordinated group movement.🧭Pathfinding IntegrationsUnity’s NavMesh SystemA* Pathfinding Project by Aron Granberg🚀Designed for Performance & CompatibilitySupports 2D & 3D environmentsBuilt on a GameObject-based workflowIntegrates with the Ultimate Character Controller for root motion movement
Equip your behavior trees with 15 versatile formation tasks designed for intelligent navigation and dynamic locomotion in both 2D and 3D environments. Agents can join and leave the formation at any time. The formation will dynamically respond to changes.
📚Documentation | 💬Discussions | 🌐Discord
🧠Included Behavior Tree Tasks
Arc
Circle
Column
Diamond
Echelon
Existing
Grid
Line
Row
Skirmisher
Square
Swarm
Triangle
V
Wedge
Tasks are ideal for crowd systems, RTS games, companion AI, enemy squads, and any project requiring coordinated group movement.
🧭Pathfinding Integrations
Unity’s NavMesh System
A* Pathfinding Project by Aron Granberg
🚀Designed for Performance & Compatibility
Supports 2D & 3D environments
Built on a GameObject-based workflow
Integrates with the Ultimate Character Controller for root motion movement