What this component contains
ATTRIBUTION.mdLICENSEREADME.mdbaltor_test.gdbehavior_tree.gdcomponent.jsoninspect_gdscript.pyrun_tests.gdtest_package.pytests/test_behavior_tree.gdverification/native.json
How it works
- Class
- BaltorBehaviorTree, extends RefCounted
- Methods
- tick(delta: float) -> int; reset() -> void; get_time() -> float; describe() -> String; sequence(tasks: Array, reactive: bool = false, label: String = "sequence") -> Task; selector(tasks: Array, reactive: bool = false, label: String = "selector") -> Task; parallel(tasks: Array, success_threshold: int, label: String = "parallel") -> Task; inverter(child: Task, label: String = "inverter") -> Task;…
- Signals
- ticked
- Placement
- res://baltor/godot_components/behavior_tree/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
godot_parse_check_onlygodot_gdscript_testsgodot_tests_reject_gutted_componentgodot_editor_importgodot_contract_reflectiongodot_readme_usage_compiles
Limits to consider
Trees are built in code, not in the editor; there is no visual editor or debugger beyond describe(). One child run per tick for the repeater. Reactive composites halt only the child that was running. Verified with Godot 4.7.2 headless; written against the Godot 4.3 API.