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To handle loops I believe most implementations have a "restart on complete" flag on trees or nodes. So if the first node was a sequence node you could set it to
by forrestthewoods 11y ago
To handle loops I believe most implementations have a "restart on complete" flag on trees or nodes. So if the first node was a sequence node you could set it to start back at the first node after the last is done.
There's a second post that may answer some of your other questions. "Advanced Behavior Tree Structures" https://gamedevdaily.io/advanced-behavior-tree-structures-4b9dc0516f92#.djupivlag https://gamedevdaily.io/advanced-behavior-tree-structures-4b...
Unity has a decent behavior tree plugin called Behavior Designer. I've only used it a tiny bit so I'm still getting a grasp on what it does and does not handle well. Poking at it, or simply it's documentation, may also help. https://www.assetstore.unity3d.com/en/#!/content/15277 https://www.assetstore.unity3d.com/en/#!/content/15277 http://www.opsive.com/assets/BehaviorDesigner/ http://www.opsive.com/assets/BehaviorDesigner/