Visual behavior tree editor for RTS Engine. Replace basic NPC AI with drag-and-drop node editing, smart auto-balancing, and real-time debugging.NPC Behavior Designer for RTS EngineTake full control of your NPC AI. NPC Behavior Designer replaces RTS Engine's BasicNPCManager with a powerful, visual behavior tree system that lets you design complex AI strategies without writing code. Key Features Visual Behavior Tree EditorDesign AI behavior by dragging and connecting nodes in an intuitive graph editor. No scripting required for common RTS behaviors — just connect conditions to actions and watch your NPCs come alive. Smart Auto-Balancing Nodes Included "Smart" nodes automatically handle the hard parts of RTS AI:SmartCreateUnit — Balances worker vs military production based on current needs, min/max limits, and threat levelSmartBuild — Prioritizes buildings by need (population > resources > military) and checks affordability 30+ Ready-to-Use NodesActions: Create units, place buildings, gather resources, attack, defend, patrol, send unitsConditions: Check resources, population, buildings, units, enemy proximity, under-attack statusComposites: Sequence, Selector, Parallel, Random SelectorDecorators: Cooldown, Repeater, Inverter, Conditional Guard Parallel Tree ExecutionRun separate Economy, Combat, and Main trees simultaneously. Your NPC can gather resources, produce units, and respond to attacks all at the same time. Blackboard SystemNodes communicate through a shared key-value blackboard. Event-driven updates push attack notifications, resource changes, and building completions directly to your trees — no polling required. Runtime DebuggerWatch your behavior trees execute in real-time during Play mode. See which nodes are running, view blackboard values, and track execution history to quickly identify and fix AI issues. Pre-Built TemplatesGet started instantly with the included Balanced NPC template — a fully-configured parallel tree handling defense, production, economy, and offense. Customize it to fit your game. Code/Category FilteringTarget specific unit types or building categories without hardcoding. Use the flexible CodeCategoryField to filter by unit code, category, or both. How It WorksCreate a Behavior Tree asset (Right-click > Create > NPC Behavior Designer > Behavior Tree)Open the visual editor (Window > NPC Behavior Designer > Designer)Add and connect nodes to define your AI strategyAssign the tree to the BehaviorTreeNPCManager component on your NPC factionRemove the existing RTSE NPC componentsPress Play — your NPC executes the tree automatically RequirementsUnity 2021.3 or laterRTS Engine (required — sold separately) What's IncludedVisual graph editor with node search12 action nodes, 10 condition nodes, 4 composites, 4 decoratorsBlackboard variable editorRuntime debugger windowBuilding placement and construction systemEvent bridge for real-time game state updatesPre-built balanced NPC templateFull documentation and quick-start guide --- SupportFull documentation and source code included in the package. For questions or feature requests, contact support@darkgalaxies.io.AI was used in the creation of this package to analyze the structure and dependancies of the RTS Engine and to guide on the best way to implement the functionality with this system.



