Placeholder node in a behavior graph
If you create a behavior graph with nodes that aren't already available in the project, Unity Behavior generates the missing nodes for you.
Additionally, if you delete an existing action in your project, a placeholder node automatically appears in your graph in place of the deleted action.
To replace the placeholder nodes with nodes created with generative artificial intelligence (AI):
Right-click an empty area of the Unity Behavior graph editor and select Generate branch from text.
Specify a descriptive prompt for the desired behavior, such as,
Self says "Hello", then waits for 2 seconds, and then jumps to a point.
.Select Use Generative AI.
Unity Behavior recognizes that the action
jumping to a specific point
isn't defined in the project, so it creates a placeholder node in the behavior graph.To create the missing logic, select Create.
The New Action window appears.
By default, generative AI provides a name for the new action based on the available information. For example,
Jump To Point
.Select Next.
Specify a description for the new action. By default, generative AI provides a description for the new action based on the available information. For example,
The character jumps to a specified point
.Select the appropriate data type from the list for each variable.
Select Use Generative AI.
Specify detailed information on how the node might work. For example,
OnStart(), the character jumps to the desired point and return success.
.Select Create with AI.
Select Save to save the generated
C#
code at the appropriate location.Note that the new generated node replaces the placeholder node in step 2.