Node-based AI system for Unity that allows you to create enemy behavior visually using graphs and a blackboard system.Demo scenes are tested in Built-in and URP. HDRP compatibility is expected but not explicitly tested.Simple AI Behavior Graph is a node-based AI framework for Unity that allows you to create enemy behavior visually using graphs and a blackboard system.Unlike traditional behavior trees that rely heavily on selectors and sequences, this system uses holdable behaviors and exit conditions to achieve similar results while remaining easier to read and organize.The graph allows for external function calls to allow for any type of enemy you could image as well as many prebuild actions. Additionally Subsystems introduce a higher level of organization and can be called from outside the graph, allowing direct implimination of systems such as:Damaging an enemyStunningEnviormental effectsAnd much moreThe framework is designed for both rapid prototyping and advanced final products. Built-in nodes allow quick setup of common AI behaviors, taking as little as 5 minutes for simple AIs. Custom behavior support makes it easy to integrate your own systems and gameplay logic.Supports:• 2D and 3D Projects• NavMesh AI• Blackboard Variables• 4 Built in movement motors• Subsystems / Subgraphs• External subsystem calls• Custom Function Calls• Multiple Movement Systems• Hold Behaviors & Exit Conditions• Live Debugging• Animator IntegrationIncludes example scenes demonstrating both 2D and 3D AI setups.Documentation:https://docs.google.com/document/d/1XUIQeO-I4HCO47q9JcBdO815DCihTZunLH5PRl2eICA/edit?usp=sharingVisual Node-Based AI GraphBlackboard Variable SystemSubsystems / SubgraphsIncludes example scenes demonstrating both 2D and 3D AI setups.Hold Behaviors & Exit ConditionsCustom Function IntegrationEvent Trigger SupportAnimator SupportNavMesh Support4 Built-In Movement Motors2D & 3D SupportRuntime AI ExecutionExtendable Custom Node ArchitectureLive debugging




