Action Reference
Here is a reference built-in Action of BehaviourTree.
Agent
| Class Name | Description | 
|---|---|
| AgentEscapeFromPosition | Move the Agent to escape from Target. | 
| AgentEscapeFromTransform | Move the Agent to escape from Target. | 
| AgentEvade | Move the Agent to escape considering the movement velocity of the Target. | 
| AgentHideFromPosition | Move the Agent to hide from the Target. | 
| AgentHideFromTransform | Move the Agent to hide from the Target. | 
| AgentInterpose | Move the Agent closer to between the two Targets. | 
| AgentLookAtPosition | Rotate the Agent in the direction of Target. | 
| AgentLookAtTransform | Rotate the Agent in the direction of Target. | 
| AgentMoveOnWaypoint | Move the Agent along the Waypoint. | 
| AgentMoveToPosition | Move Agent so that it approaches Target. | 
| AgentMoveToRandomPosition | Random movement within a radius centered on a specified position. | 
| AgentMoveToTransform | Move Agent so that it approaches Target. | 
| AgentPursuit | Move the Agent to track the Target's movement velocity. | 
| AgentStop | Stop the Agent | 
| AgentWander | Wander the Agent | 
| AgentWarpToPosition | Warp the Agent to the Target position. | 
| AgentWarpToTransform | Warp the Agent to the Target position. | 
Animator
| Class Name | Description | 
|---|---|
| AnimatorCrossFade | Transit the state of Animator. | 
Audio
| Class Name | Description | 
|---|---|
| PlaySound | Play AudioSource. | 
| PlaySoundAtPoint | Play the sound at the specified point. | 
| PlaySoundAtTransform | Play the sound at the specified Transform position. | 
| StopSound | Stop AudioSource. | 
BehaviourTree
| Class Name | Description | 
|---|---|
| PlayBehaviourTree | Play ArborFSM | 
| StopBehaviourTree | Stop ArborFSM | 
| SubBehaviourTree | Play a child hierarchy Behavior Tree | 
| SubBehaviourTreeReference | Play external BehaviourTree as a child graph. | 
Events
| Class Name | Description | 
|---|---|
| InvokeMethod | Call a method or field. | 
GameObject
| Class Name | Description | 
|---|---|
| ActivateGameObject | It will switch the active GameObject. | 
| DestroyGameObject | It will remove the GameObject. | 
| InstantiateGameObject | GameObject the searches in the tag and then stored in the parameter. | 
NodeGraph
| Class Name | Description | 
|---|---|
| PauseNodeGraph | Pause NodeGraph | 
| PlayNodeGraph | Play NodeGraph | 
| ResumeNodeGraph | Resume NodeGraph | 
| StopNodeGraph | Stop NodeGraph | 
ObjectPooling
| Class Name | Description | 
|---|---|
| AdvancedPooling | Instantiate in advance and register to ObjectPool. | 
Parameter
| Class Name | Description | 
|---|---|
| CalcParameter | Change by calculating the value of the Parameter. | 
| SetParameter | Set a value for Parameter. | 
StateMachine
| Class Name | Description | 
|---|---|
| PlayStateMachine | Play ArborFSM | 
| StopStateMachine | Stop ArborFSM | 
| SubStateMachine | Play a child hierarchy ArborFSM. | 
| SubStateMachineReference | Play external ArborFSM as a child graph. | 
Trigger
| Class Name | Description | 
|---|---|
| BroadcastTrigger | It will send a trigger to a GameObject and child objects. | 
| SendTrigger | It will send a trigger. | 
| SendTriggerGameObject | Send the trigger to all of ArborFSM that is assigned to the GameObject. | 
| SendTriggerUpwards | Send the trigger to all of ArborFSM that is assigned to the GameObject. | 
Classes
| Class Name | Description | 
|---|---|
| Idle | Do nothing. To exit this action, the Decorator in AbortFlags.Self should either return a failure or interrupt the high priority node. | 
| Wait | Wait for the passage of time |