DIE Behaviour Suite - Behaviour Trees, EQS, Utility AI & Perception
Deep Interactive Entertainment
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Game AI toolkit with visual behaviour trees, perception, utility scoring and environment queries for building reactive agents.DIE Behaviour Suite provides a visual behaviour-tree editor and modular C# systems for building game agents. Combine behaviour trees, perception, blackboards, utility scoring and environment queries to create agents that react to their surroundings.The package includes example behaviour trees and demo scenes, setup tools, runtime inspection, and extensible action and condition nodes. Additional modules cover state machines, GOAP planning, squads, cover, smart objects, influence maps and dialogue.Use the examples as a starting point and customize behaviours for your game. The showcase images are actual captures of the included tooling and demo content.The core framework does not require a third-party networking package. Optional networking adapters require their corresponding networking package to be installed separately. The uploaded package targets Unity 6 and its demo scenes use the Universal Render Pipeline.Core Framework• Behaviour Trees with Visual Graph Editor• Reactive Sequences• Interrupt Selectors• Utility AI Decision System• Hierarchical State Machines (FSM)• GOAP Planner• Local & Global Blackboards• Event Bus System• Centralized AI Scheduler• Subtree Support• Services SystemPerception & Memory• Vision Detection with Occlusion• Hearing System• Sound Emitters• Sound Occlusion• Memory System• Last Seen Tracking• Last Heard Tracking• Memory DecayEnvironment Query System (EQS)• 7 Query Generators• Ring Generator• Grid Generator• Donut Generator• Cone Generator• Random Reachable Generator• Cover Point Generator• Squad-Based GeneratorEQS Tests• Distance Test• Line Of Sight Test• Path Length Test• Height Difference Test• Influence Test• Ally Distance Test• Enemy Density Test• Angle Test• Response Curve SupportCombat AI• Dynamic Cover System• Cover Reservation• Peek From Cover• Flanking• Suppression• Retreat• Push Forward• Hold Position• Defend Area• Guard Object• Protect AllySquad AI• Shared Squad Blackboard• Squad Leaders• Followers• Target Sharing• Alert Sharing• Attack Token System• Formation System• Line Formation• Column Formation• Wedge Formation• Circle FormationAdvanced Systems• Smart Objects• Object Reservation System• Influence Maps• Danger Evaluation• Dialogue AI• Runtime Event MonitoringVisual Tools• Visual Behaviour Tree Editor• Live Runtime Debugging• Record & Replay System• Blackboard Inspector• Perception Visualization• Hearing Visualization• Cover Visualization• EQS Visualization• Influence Map Visualization• AI Setup Wizard• AI Archetype Wizard• Waypoint Path ToolNetworking• Mirror Integration• FishNet Integration• Server Authoritative Synchronization• Multiplayer Ready ArchitectureIncluded Content• 15 Playable Demo Scenes• FPS Controller Example• AI Archetype Examples• Example Behaviour Trees• Example EQS Queries• Example Dialogue Systems• Runtime NavMesh Baking• Complete Documentation• Developer GuideCompatibility• Unity 6 Ready• Zero Third-Party Dependencies• Extensible API• Custom Nodes Support• Custom EQS Generators• Custom EQS Tests• Custom FSM States• Custom GOAP ActionsPackage Statistics• 156 C# Scripts• 7 Composite Nodes• 6 Decorator Nodes• 2 Service Nodes• 55+ Action & Condition Nodes• 7 EQS Generators• 8 EQS Tests• 8 FSM Conditions• 15 Demo ScenesOpenAI ImageGen was used to create the subtle abstract background in the current marketing images. Product titles, typography, symbols and layouts were composed separately. Product screenshots show actual demo content and are not AI-generated. OpenAI Codex assisted with store listing text, static-state reset fixes and regression tests. Anthropic Claude assisted with the package-folder rename, related path and documentation updates, and editor menu changes for this revision.


