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Behavior Tree for Unity ECS (DOTS) framework
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quabug/EntitiesBT
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_____ _ _ _ _ ______ _____ | ___| | | (_) | (_) | ___ \_ _|| |__ _ __ | |_ _| |_ _ ___ ___ | |_/ / | | | __| '_ \| __| | __| |/ _ \/ __|| ___ \ | | | |__| | | | |_| | |_| | __/\__ \| |_/ / | | \____/_| |_|\__|_|\__|_|\___||___/\____/ \_/Behavior Tree framework based on and used for Unity Entities (DOTS)
Existing BT frameworks do not support Entities out of the box.
- Actions are easy to read/write data from/to entity.
- Use Component of Unity directly instead of own editor window to maximize compatibility of other plugins.
- Data-oriented design, save all nodes data into a continuous data blob (NodeBlob.cs)
- Node has no internal states.
- Separate runtime nodes and editor nodes.
- Easy to extend.
- Also compatible with Unity GameObject without entity.
- Able to serialize the behavior tree into a binary file.
- Flexible thread control: force on the main thread, force on job thread, controlled by the behavior tree.
- Runtime debug window to show the states of nodes.
- Optimized. 0 GC allocated by behavior tree itself after initializing, only 64Byte GC allocated every tick by
CreateArchetypeChunkArrayAsync.
- Incompatible with burst.
- Incompatible with il2cpp.
- Lack of action nodes. (Will add some actions as extensions if I need them)
- Difficult to change tree structure at runtime.
- Node data must be compatible with
Bloband created byBlobBuilder
- essential: essential part of entities behavior tree, any extension should depend on this package.
- codegen: auto-generateentity query accesors on the methods of nodes.
- builder.component: build behavior tree data from unity components.
- builder.graphview: build behavior tree data by graph with components.
- builder.odin: advanced hierarchy builder based on Odin and its serializer.
- builder.visual: build and use behavior tree by graph of DOTS visual scripting (suspended).
- debug.component-viewer: show selected entity with behavior tree as components in inspector of unity while running.
- variable.scriptable-object: extension for using scriptable object data as a variable source of behavior tree node.
Requirement: Unity >= 2020.2 and entities package >= 0.14.0-preview.19
Install the packages either by
UPM:modifyPackages/manifest.json as below:
{ "dependencies": { ... "com.quabug.entities-bt.builder.graphview": "1.4.0", }, "scopedRegistries": [ { "name": "package.openupm.com", "url": "https://package.openupm.com", "scopes": [ "com.quabug" ] } ]}or
openupm add com.quabug.entities-bt.builder.graphview- Force Run on Main Thread: running on the main thread only, will not use job to tick behavior tree. Safe to call
UnityEnginemethod. - Force Run on Job: running on job threads only, will not use the main thread to tick the behavior tree. Not safe to call
UnityEnginemethod. - Controlled by Behavior Tree: Running on job threads by default, but will switch to main thread once meet decorator of
RunOnMainThread
BlobVariantReader: read-only variantBlobVariantWriter: write-only variantBlobVariantReaderAndWriter: read-write variant, able to link to the same source.
LocalVariant: regular variable, custom value will save intoNodeData.ComponentVariant: fetch data fromComponentonEntity- Component Value Name: which value should be accessed from the component
- Copy To Local Node: Will read component data into a local node and never write back into component data. (Force
ReadOnlyaccess)
NodeVariant: fetch data from the blob of another node- Node Object: another node should be accessed by this variable, and must be in the same behavior tree.
- Value Field Name: the name of the data field in another node.
- Access Runtime Data:
- false: will copy data to local blob node while building, value change ofNode Object won't affect variable once build.
- true: will access data field ofNode Object at runtime, something like reference value ofNode Object.
ScriptableObjectVariant- Scriptable Object: target SO.
- Scriptable Object Value: target field.
[BehaviorNode("867BFC14-4293-4D4E-B3F0-280AD4BAA403")]publicstructVariantNode:INodeData{publicBlobVariantReader<int>IntVariant;publicBlobVariantReaderAndWriter<float>FloatVariant;publicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardblackboard)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{varintVariant=IntVariant.Read(index,refblob,refblackboard);// get variable valuevarfloatVariant=FloatVariant.Read(index,refblob,refblackboard);FloatVariant.Write(index,refblob,refblackboard,floatVariant+1);returnNodeState.Success;}publicvoidReset<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{}}
Adding multipleBehaviorTreeRoot onto a single entity gameobject will create numerous behavior trees to control this single entity.Behavior tree sorted byOrder ofBehaviorTreeRoot.
// most important part of node, actual logic on runtime.[Serializable]// for debug view only[BehaviorNode("F5C2EE7E-690A-4B5C-9489-FB362C949192")]// must add this attribute to indicate a class is a `BehaviorNode`publicstructEntityMoveNode:INodeData{publicfloat3Velocity;// node data saved in `INodeBlob`publicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// access and modify node datarefvartranslation=refbb.GetDataRef<Translation>();// get blackboard data by ref (read/write)vardeltaTime=bb.GetData<BehaviorTreeTickDeltaTime>();// get blackboard data by value (readonly)translation.Value+=Velocity*deltaTime.Value;returnNodeState.Running;}publicvoidReset<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{}}// debug view (optional)publicclassEntityMoveDebugView:BTDebugView<EntityMoveNode>{}
// runtime behavior[Serializable]// for debug view only[BehaviorNode("A13666BD-48E3-414A-BD13-5C696F2EA87E",BehaviorNodeType.Decorate/*decorator must explicit declared*/)]publicstructRepeatForeverNode:INodeData{publicNodeStateBreakStates;publicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardblackboard)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// short-cut to tick first only childrenvarchildState=blob.TickChildrenReturnFirstOrDefault(index,blackboard);if(childState==0)// 0 means no child was ticked// tick an already completed `Sequence` or `Selector` will return 0{blob.ResetChildren(index,blackboard);childState=blob.TickChildrenReturnFirstOrDefault(index,blackboard);}if(BreakStates.HasFlag(childState))returnchildState;returnNodeState.Running;}publicvoidReset<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{}}// debug view (optional)publicclassBTDebugRepeatForever:BTDebugView<RepeatForeverNode>{}
// runtime behavior[StructLayout(LayoutKind.Explicit)]// sizeof(SelectorNode) == 0[BehaviorNode("BD4C1D8F-BA8E-4D74-9039-7D1E6010B058",BehaviorNodeType.Composite/*composite must explicit declared*/)]publicstructSelectorNode:INodeData{publicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardblackboard)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// tick children and break if the child state is running or success.returnblob.TickChildrenReturnLastOrDefault(index,blackboard,breakCheck: state=>state.IsRunningOrSuccess());}publicvoidReset<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{}}// avoid debugging view since there's nothing that needs to debug for `Selector`
The behavior tree needs some extra information for generatingEntityQuery.
publicstructSomeNode:INodeData{// read-only accessBlobVariantReader<int>IntVariable;// read-write access (there's no write-only access)BlobVariantWriter<float>FloatVariable;// read-write accessBlobVariantReaderAndWriter<double>FloatVariable;// leave method attribute to be empty and will generate right access of this methodpublicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardblackboard)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// generate `[ReadOnly(typeof(ReadOnlyComponent)]` on `Tick` methodbb.GetData<ReadOnlyComponent>();// generate `[ReadWrite(typeof(ReadWriteComponent)]` on `Tick` methodbb.GetDataRef<ReadWriteComponent>();returnNodeState.Success;}// or manually declare right access types for this method[EntitiesBT.Core.ReadWrite(typeof(ReadWriteComponentData))][EntitiesBT.Core.ReadOnly(typeof(ReadOnlyComponentData))]publicvoidReset<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardbb)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// generate `[ReadOnly(typeof(ReadOnlyComponent)]` on `Reset` methodbb.GetData<ReadOnlyComponent>();// generate `[ReadWrite(typeof(ReadWriteComponent)]` on `Reset` methodbb.GetDataRef<ReadWriteComponent>();// ...}}
make sure to mark the outside method call with the proper access attributes to generate the appropriate access type onTick orReset method of the node
publicstaticclassExtension{[ReadOnly(typeof(FooComponent)),ReadWrite(typeof(BarComponent))]publicstaticvoidCall<[ReadWrite]T,[ReadOnly]U>([ReadOnly]Typetype){/* ... */}}publicstructSomeNode:INodeData{// leave method attribute to be empty to generate automaticallypublicNodeStateTick<TNodeBlob,TBlackboard>(intindex,refTNodeBlobblob,refTBlackboardblackboard)whereTNodeBlob:struct,INodeBlobwhereTBlackboard:struct,IBlackboard{// the following call will generate access attributes on `Tick` as below:// [ReadOnly(typeof(FooComponent))]// [ReadWrite(typeof(BarComponent))]// [ReadWrite(typeof(int))]// [ReadOnly(typeof(float))]// [ReadOnly(typeof(long))]Extension.Call<int,float>(typeof(long));returnNodeState.Success;}}
- Behavior Node example:PrioritySelectorNode.cs
- Debug View example:BTDebugPrioritySelector.cs
NodeBlob stores all the behavioral tree's internal data, which can be accessed from any node.To access specific node data, just store its index and access it byINodeData.GetNodeData<T>(index).
- Behavior Node example:ModifyPriorityNode.cs
- Editor/Builder example:BTModifyPriority.cs
[BehaviorTreeComponent]// mark a component data as `BehaviorTreeComponent`publicstructBehaviorTreeTickDeltaTime:IComponentData{publicfloatValue;}[UpdateBefore(typeof(VirtualMachineSystem))]publicclassBehaviorTreeDeltaTimeSystem:ComponentSystem{protectedoverridevoidOnUpdate(){Entities.ForEach((refBehaviorTreeTickDeltaTimedeltaTime)=>deltaTime.Value=Time.DeltaTime);}}
The components of behavior will automatically add toEntity on the stage of convertingGameObject toEntity, ifAutoAddBehaviorTreeComponents is enabled.
A single builder node can produce multiple behavior nodes while building.
publicclassBTSequence:BTNode<SequenceNode>{[Tooltip("Enable this will re-evaluate node state from the first child until running node instead of skip to the running node directly.")][SerializeField]privatebool_recursiveResetStatesBeforeTick;publicoverrideINodeDataBuilderSelf=>_recursiveResetStatesBeforeTick// add `RecursiveResetStateNode` as the parent of `this` node?newBTVirtualDecorator<RecursiveResetStateNode>(this):base.Self;}
publicstructNodeBlob{// default data (serializable data)publicBlobArray<int>Types;// type id of behavior node, generated from `Guid` of `BehaviorNodeAttribute`publicBlobArray<int>EndIndices;// range of node branch must be in [nodeIndex, nodeEndIndex)publicBlobArray<int>Offsets;// data offset of `DefaultDataBlob` of this nodepublicBlobArray<byte>DefaultDataBlob;// nodes data// runtime only data (only exist on runtime)publicBlobArray<NodeState>States;// nodes states// initialize from `DefaultDataBlob`publicBlobArray<byte>RuntimeDataBlob;// same as `DefaultNodeData` but only available at runtime and will reset to `DefaultNodeData` once reset.}
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Behavior Tree for Unity ECS (DOTS) framework
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