#unity #csharp #gamedev #behaviortree #behaviourtree #tree #ai In this Unity tutorial, let’s see how to implement a basic behaviour tree to make a simple guard AI! 🗒 Text version on Medium: https://mina-pecheux.medium.com/how-to-create-a-simple-behaviour-tree-in-unity-c-3964c84c060e 🚀 Github repository with the code+assets: https://github.com/MinaPecheux/UnityTutorials-BehaviourTrees 🔶 Make a basic finite state machine (Unity/C# tutorial): https://www.youtube.com/watch?v=-VkezxxjsSE&list=PLbEtFK5YvXKXeYGvto6vad4V4kFOwyb4h&index=2 🔶 Make a hierarchical finite state machine (Unity/C# tutorial): https://www.youtube.com/watch?v=OtUKsjPWzO8&list=PLbEtFK5YvXKXeYGvto6vad4V4kFOwyb4h&index=3 🔶 How to create a basic patrolling system in less than 30 minutes: https://www.youtube.com/watch?v=oD7akZVgT4I&list=PLbEtFK5YvXKXeYGvto6vad4V4kFOwyb4h&index=7 🚀 Guard model (+ animations): https://assetstore.unity.com/packages/3d/characters/toon-rts-units-demo-69687 🚀 Skeleton model (+ animations): https://assetstore.unity.com/packages/3d/characters/creatures/dungeon-skeletons-demo-71087 🚀 Ground tiles texture: https://ambientcg.com/view?id=Tiles089 🚀 Wood crate: https://opengameart.org/content/crate-2 0:00 - Introduction 0:35 - What about FSMs? 1:34 - What are behaviour trees? 3:39 - Why use behaviour trees? 5:38 - Preparing our 3d scene 8:04 - Implementing the generic BT architecture 12:41 - Our guard AI #1: Patrol 15:42 - Our guard AI #2: Target 19:01 - Our guard AI #3: Attack 22:13 - Conclusion & final thoughts

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