quabug / Entitiesbt
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Table of contents
Behavior Tree framework based on and used for Unity Entities (DOTS)
Why another Behavior Tree framework?
Existing BT frameworks are not support Entities out of box.
Features
- 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 any entity.
- Able to serialize behavior tree into binary file.
- Flexible thread control: force on main thread, force on job thread, controlled by behavior tree.
- Runtime debug window to show the states of nodes.
- Optimized. 0 GC allocated by behavior tree itself after initialized, only 64Byte GC allocated every tick by
CreateArchetypeChunkArrayAsync
.
Disadvantages
- Incompatible with burst.
- Lack of action nodes. (Will add some actions as extension if I personally need them)
- Not easy to modify tree structure at runtime.
- Node data must be compatible with
Blob
and created byBlobBuilder
Packages
- essential: essential part of entities behavior tree, any extension should depend on this package.
- codegen: automatically generate entity query accesors on the methods of nodes.
- builder.component: build behavior tree data from unity 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 variable source of behavior tree node.
- samples: samples.
HowTo
Installation
Requirement: Unity >= 2020.2 and entities package >= 0.14.0-preview.19
Install the packages either by
UPM:
modify Packages/manifest.json
as below
{
"dependencies": {
...
"com.quabug.entities-bt.essential": "1.1.1",
"com.quabug.entities-bt.codegen": "1.0.0",
"com.quabug.entities-bt.builder.component": "1.0.0",
"com.quabug.entities-bt.debug.component-viewer": "1.0.0",
"com.quabug.entities-bt.variable.scriptable-object": "1.0.0"
},
"scopedRegistries": [
{
"name": "package.openupm.com",
"url": "https://package.openupm.com",
"scopes": [
"com.quabug.entities-bt"
]
}
]
}
or
openupm add com.quabug.entities-bt.essential
openupm add com.quabug.entities-bt.builder.component
openupm add com.quabug.entities-bt.debug.component-viewer
openupm add com.quabug.entities-bt.variable.scriptable-object
Usage
Create behavior tree

Attach behavior tree onto Entity

Serialization

Thread control

- Force Run on Main Thread: running on main thread only, will not use job to tick behavior tree. Safe to call
UnityEngine
method. - Force Run on Job: running on job threads only, will not use main thread to tick behavior tree. Not safe to call
UnityEngine
method. - Controlled by Behavior Tree: Running on job threads by default, but will switch to main thread once meet decorator of
RunOnMainThread

Variant
Variant Types
-
BlobVariantReader
: read-only variant -
BlobVariantWriter
: write-only variant -
BlobVariantReaderAndWriter
: read-write variant, able to link to same source.
Variant Sources
-
LocalVariant
: regular variable, custom value will save intoNodeData
. -
ComponentVariant
: fetch data fromComponent
onEntity
- Component Value Name: which value should be access from component
-
Copy To Local Node: Will read component data into local node and never write back into component data. (Force
ReadOnly
access)
-
NodeVariant
: fetch data from blob of another node- Node Object: another node should be access by this variable, must be in the same behavior tree.
- Value Field Name: the name of data field in another node.
-
Access Runtime Data:
- false: will copy data to local blob node while building, value change of Node Object won't effect variable once build.
- true: will access data field of Node Object at runtime, something like reference value of Node Object.
-
ScriptableObjectVariant
- Scriptable Object: target SO.
- Scriptable Object Value: target field.
Code Example
public class BTVariantNode : BTNode<VariantNode>
{
// have to generate an interface of `Int32VariantReader` to make it possible to serialize and display by Unity.
// see "Generate specific types` below
[SerializeReference, SerializeReferenceButton] // neccessary for editor
public Int32VariantReader IntReader; // an `int` variant reader
public SingleSerializedReaderAndWriterVariant FloatRW;
protected override unsafe void Build(ref VariantNode data, BlobBuilder builder, ITreeNode<INodeDataBuilder>[] tree)
{
// save `Int32VariantReader` as `BlobVariantReader<int>` of `VariantNode`
IntReader.Allocate(ref builder, ref data.IntVariant, this, tree);
FloatRW.Allocate(ref builder, ref data.FloatVariant, this, tree);
}
}
[BehaviorNode("867BFC14-4293-4D4E-B3F0-280AD4BAA403")]
public struct VariantNode : INodeData
{
public BlobVariantReader<int> IntVariant;
public BlobVariantReaderAndWriter<float> FloatVariant;
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard blackboard)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
var intVariant = IntVariant.Read(index, ref blob, ref blackboard); // get variable value
var floatVariant = FloatVariant.Read(index, ref blob, ref blackboard);
FloatVariant.Write(index, ref blob, ref blackboard, floatVariant + 1);
return NodeState.Success;
}
public void Reset<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{}
}
IVariant<T>
Generate specific types of Generic IVariant<T>
cannot be serialized in Unity, since [SerializeReference]
is not allowed on a generic type.
A specific type of IVariant<T>
must be declared before use.
- First create a Scriptable Object of VariantGeneratorSetting

- Fill which Types you want to use as variable property.
- Fill Filename, Namespace, etc.
- Create script from this setting and save it in Assets

- And now you are free to use specific type properties, like
float2Property
etc.
Multiple Trees
Add multiple BehaviorTreeRoot
onto a single entity gameobject will create multiple behavior tree to control this single entity.
Behavior tree sorted by Order
of BehaviorTreeRoot
.

Debug

Custom behavior node
Action
// 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`
public struct EntityMoveNode : INodeData
{
public float3 Velocity; // node data saved in `INodeBlob`
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{ // access and modify node data
ref var translation = ref bb.GetDataRef<Translation>(); // get blackboard data by ref (read/write)
var deltaTime = bb.GetData<BehaviorTreeTickDeltaTime>(); // get blackboard data by value (readonly)
translation.Value += Velocity * deltaTime.Value;
return NodeState.Running;
}
public void Reset<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{}
}
// builder and editor part of node
public class EntityMove : BTNode<EntityMoveNode>
{
public Vector3 Velocity;
protected override void Build(ref EntityMoveNode data, BlobBuilder _, ITreeNode<INodeDataBuilder>[] __)
{
// set `NodeData` here
data.Velocity = Velocity;
}
}
// debug view (optional)
public class EntityMoveDebugView : BTDebugView<EntityMoveNode> {}
Decorator
// runtime behavior
[Serializable] // for debug view only
[BehaviorNode("A13666BD-48E3-414A-BD13-5C696F2EA87E", BehaviorNodeType.Decorate/*decorator must explicit declared*/)]
public struct RepeatForeverNode : INodeData
{
public NodeState BreakStates;
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard blackboard)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
// short-cut to tick first only children
var childState = blob.TickChildrenReturnFirstOrDefault(index, blackboard);
if (childState == 0) // 0 means no child was ticked
// tick a already completed `Sequence` or `Selector` will return 0
{
blob.ResetChildren(index, blackboard);
childState = blob.TickChildrenReturnFirstOrDefault(index, blackboard);
}
if (BreakStates.HasFlag(childState)) return childState;
return NodeState.Running;
}
public void Reset<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{}
}
// builder and editor
public class BTRepeat : BTNode<RepeatForeverNode>
{
public NodeState BreakStates;
public override void Build(ref RepeatForeverNode data, BlobBuilder _, ITreeNode<INodeDataBuilder>[] __)
{
data.BreakStates = BreakStates;
}
}
// debug view (optional)
public class BTDebugRepeatForever : BTDebugView<RepeatForeverNode> {}
Composite
// runtime behavior
[StructLayout(LayoutKind.Explicit)] // sizeof(SelectorNode) == 0
[BehaviorNode("BD4C1D8F-BA8E-4D74-9039-7D1E6010B058", BehaviorNodeType.Composite/*composite must explicit declared*/)]
public struct SelectorNode : INodeData
{
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard blackboard)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
// tick children and break if child state is running or success.
return blob.TickChildrenReturnLastOrDefault(index, blackboard, breakCheck: state => state.IsRunningOrSuccess());
}
public void Reset<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{}
}
// builder and editor
public class BTSelector : BTNode<SelectorNode> {}
// avoid debug view since there's nothing need to be debug for `Selector`
EntityQuery
Behavior tree need some extra information for generating EntityQuery
.
public struct SomeNode : INodeData
{
// read-only access
BlobVariantReader<int> IntVariable;
// read-write access (there's no write-only access)
BlobVariantWriter<float> FloatVariable;
// read-write access
BlobVariantReaderAndWriter<double> FloatVariable;
// leave method attribute to be empty and will generate right access of this method
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard blackboard)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
// generate `[ReadOnly(typeof(ReadOnlyComponent)]` on `Tick` method
bb.GetData<ReadOnlyComponent>();
// generate `[ReadWrite(typeof(ReadWriteComponent)]` on `Tick` method
bb.GetDataRef<ReadWriteComponent>();
return NodeState.Success;
}
// or manually declare right access types for this method
[EntitiesBT.Core.ReadWrite(typeof(ReadWriteComponentData))]
[EntitiesBT.Core.ReadOnly(typeof(ReadOnlyComponentData))]
public void Reset<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard bb)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
// generate `[ReadOnly(typeof(ReadOnlyComponent)]` on `Reset` method
bb.GetData<ReadOnlyComponent>();
// generate `[ReadWrite(typeof(ReadWriteComponent)]` on `Reset` method
bb.GetDataRef<ReadWriteComponent>();
// ...
}
}
make sure to mark outside method call with right access attributes to generate right access type on Tick
or Reset
method of node
public static class Extension
{
[ReadOnly(typeof(FooComponent)), ReadWrite(typeof(BarComponent))]
public static void Call<[ReadWrite] T, [ReadOnly] U>([ReadOnly] Type type) { /* ... */ }
}
public struct SomeNode : INodeData
{
// leave method attribute to be empty to generate automatically
public NodeState Tick<TNodeBlob, TBlackboard>(int index, ref TNodeBlob blob, ref TBlackboard blackboard)
where TNodeBlob : struct, INodeBlob
where TBlackboard : struct, IBlackboard
{
// the following call will generate access attributes on `Tick` like below:
// [ReadOnly(typeof(FooComponent))]
// [ReadWrite(typeof(BarComponent))]
// [ReadWrite(typeof(int))]
// [ReadOnly(typeof(float))]
// [ReadOnly(typeof(long))]
Extension.Call<int, float>(typeof(long));
return NodeState.Success;
}
}
Advanced: automatically generate unity components from nodes

- Create a
NodeComponentsGenerator
scriptable object. - Fill values of
NodeComponentGenerator
- Click GenerateComponents in the menu of scriptable object.
Advanced: customize debug view
- Behavior Node example: PrioritySelectorNode.cs
- Debug View example: BTDebugPrioritySelector.cs
Advanced: access other node data
NodeBlob
store all internal data of behavior tree, and it can be access from any node.
To access specific node data, just store its index and access by INodeData.GetNodeData<T>(index)
.
- Behavior Node example: ModifyPriorityNode.cs
- Editor/Builder example: BTModifyPriority.cs
Advanced: behavior tree component
[BehaviorTreeComponent] // mark a component data as `BehaviorTreeComponent`
public struct BehaviorTreeTickDeltaTime : IComponentData
{
public float Value;
}
[UpdateBefore(typeof(VirtualMachineSystem))]
public class BehaviorTreeDeltaTimeSystem : ComponentSystem
{
protected override void OnUpdate()
{
Entities.ForEach((ref BehaviorTreeTickDeltaTime deltaTime) => deltaTime.Value = Time.DeltaTime);
}
}
The components of behavior will add into Entity
automatically on the stage of convert GameObject
to Entity
, if AutoAddBehaviorTreeComponents
is enabled.

Advanced: virtual node builder
A single builder node is able to product multiple behavior nodes while building.
public class BTSequence : BTNode<SequenceNode>
{
[Tooltip("Enable this will re-evaluate node state from first child until running node instead of skip to running node directly.")]
[SerializeField] private bool _recursiveResetStatesBeforeTick;
public override INodeDataBuilder Self => _recursiveResetStatesBeforeTick
// add `RecursiveResetStateNode` as parent of `this` node
? new BTVirtualDecorator<RecursiveResetStateNode>(this)
: base.Self
;
}
Data Structure
public struct NodeBlob
{
// default data (serializable data)
public BlobArray<int> Types; // type id of behavior node, generated from `Guid` of `BehaviorNodeAttribute`
public BlobArray<int> EndIndices; // range of node branch must be in [nodeIndex, nodeEndIndex)
public BlobArray<int> Offsets; // data offset of `DefaultDataBlob` of this node
public BlobArray<byte> DefaultDataBlob; // nodes data
// runtime only data (only exist on runtime)
public BlobArray<NodeState> States; // nodes states
// initialize from `DefaultDataBlob`
public BlobArray<byte> RuntimeDataBlob; // same as `DefaultNodeData` but only available at runtime and will reset to `DefaultNodeData` once reset.
}
