Behavior graph node types
The logic flow of the behavior graph begins at the start node at the top. You can then add further nodes to develop and expand your behavior graph.
The tables in this section provide information on the different types of nodes available in Muse Behavior along with their description.
Action node types
To use the Action nodes, select Add... > Action.
Node | Description |
---|---|
Create new Action... | Use this node to create a new action node. To use this node, select Add... > Action > Create new Action.... For more information, refer to Create a custom node. |
Animation | To use the Animation options, select Add... > Action > Animation. |
Set Animator Boolean | Use this node to set a Boolean parameter on an animator to a specific value. |
Set Animator Float | Use this node to set a float parameter on an animator to a specific value. |
Set Animator Integer | Use this node to set an integer parameter on an animator to a specific value. |
Set Animator Trigger | Use this node to set a trigger on an animator. |
Conditional | To use the Conditional options, select Add... > Action > Conditional. |
Check Distance | Use this node to check if the distance between the agent and the target is below a specified threshold. |
Conditional Guard | This node returns success if the condition evaluates to true and failure if the condition evaluates to false. |
Debug | To use the Debug options, select Add... > Action > Debug. |
Log Message | Use this node to log a message to the console. |
Log Variable | Use this node to log the value of a variable to the console. |
Log Variable Change | Use this node to log the value of a variable to the console when it changes. |
Find | To use the Find options, select Add... > Action > Find. |
Find Closest With Tag | Use this node to find the closest GameObject with the given tag. |
Find With Tag | Use this node to find a particular GameObject with the given tag. |
Move | To use the Move options, select Add... > Action > Move. |
Look At | Use this node to rotate the agent to look at the target. |
Move To Location | Use this node to move an object to a specified position. |
Move To Target | Use this node to move an object towards another object. |
Patrol | Use this node to move an object along the way points. |
Physics | To use the Physics options, select Add... > Action > Physics. |
Check Collisions In Radius | Use this node to check for collisions in a specified radius around the agent. If a collision is found, the collided object is stored in [CollidedObject] . |
Wait For Collision | Use this node to wait for an OnCollision event on the specified agent. |
Wait For Collision 2D | Use this node to wait for an OnCollision event 2D on the specified agent. |
Wait For Trigger | Use this node to wait for an OnTrigger event on the specified agent. |
Wait for Trigger 2D | Use this node to wait for an OnTrigger event 2D on the specified agent. |
Set Object Active State | To use the Set Object Active State options, select Add... > Action > Set Object Active State. Use this node to set the active state of an object. |
Set Random Target | To use the Set Random Target options, select Add... > Action > Set Random Target. Use this node to assign a target to a random object matching a given tag. |
Set Variable Value | To use the Set Variable Value options, select Add... > Action > Set Variable Value. Use this node to set the value of a given variable. |
Talk | To use the Talk options, select Add... > Action > Talk. Use this node to display text in world space above the agent with the sentence for a specified duration. |
Wait | To use the Walk options, select Add... > Action > Walk. Use this node to wait for a specified number of seconds. |
Events node types
Node | Description |
---|---|
On Start | This is the root of the behavior graph. You can use multiple On Start nodes in your graph. |
Send Event Message | Use this node to send an event message on the assigned channel. |
Start On Event Message | Use this node to start the subgraph upon receiving an event message. |
Wait for Event Message | Use this node when you want the game character to wait to receive an event message on the assigned channel. |
Flow node types
Node | Description |
---|---|
Create new Modifier | Use this node to create a new modifier. To use this node, select Add... > Flow > Create new Modifier.... Modifiers affect how their connected subgraphs are run. For example, a repeat modifier causes its branch to perform its operation more than once. For more information, refer to Create a custom node. |
Create new Sequencing | Use this node to create a new sequencing node.To use this node, select Add... > Flow > Create New Sequencing.... Sequencing nodes control how their connected branches flow. They control how sequences run and define the conditions for a sequence's completion. For more information, refer to Create a custom node. |
Conditional | To use the Conditional options, select Add... > Flow > Conditional. |
Conditional Branch | Use this node to select a branch based on whether the condition evaluates to true or false. |
Switch | Use this node to branch off based on the Enumeration value. |
Parallel Execution | To use the Parallel Execution options, select Add... > Flow > Parallel Execution. |
Run In Parallel | Use this node to run all the branches simultaneously. |
Run In Parallel Until Any Completes | Use this node to run all the branches simultaneously, stopping if one fails or succeeds. |
Run In Parallel Until Any Fails | Use this node to run all the branches simultaneously, stopping if one fails. |
Run In Parallel Until Any Succeeds | Use this node to run all the branches simultaneously, stopping if one succeeds. |
Wait For All | Use this node to activate a child when all parents have started this node. It can't restart until the child's subgraph has ended. |
Wait For Any | Use this node to activate a child when any parent starts this node. It can't restart until the child's subgraph has ended. |
Repeat | To use the Repeat options, select Add... > Flow > Repeat. |
Repeat | Use this node to repeat its operation. |
Repeat Until Failure | Use this node to repeat its operation until it fails. |
Repeat Until Success | Use this node to repeat its operation until it's successful. |
Repeat While Condition | Use this node to repeat the branch while the condition is true. |
Cooldown | Use this node to impose a mandatory wait time between iterations to regulate action frequency. |
Inverter | Use this node to invert the result of the child action. A value of success becomes failure and a value of failure becomes success. |
Random | Use this node to run a random branch. |
Sequence | Use this node to run branches in order until one fails or all succeed. |
Succeeder | Use this node to force success for the child node. These nodes are useful in cases where you want to process a branch of a tree where a failure is expected or anticipated, without interrupting the processing of the sequence to which that branch belongs. |
Time Out | Use this node to start a time out after a specified number of frames. |
Try In Order | Use this node to run branches in order until one succeeds. |
Subgraphs node types
Node | Description |
---|---|
Run Subgraph | Use this node to run the assigned subgraph and return the graph's final status. |
Sticky note
Use the Sticky Note node to add a sticky note to the behavior graph. To add a Sticky Note to your behavior graph, follow these steps:
- Right-click an empty area of the Muse Behavior graph editor.
- Click Add... from the context menu.
- Select Sticky Note.
This adds a Sticky Note to your behavior graph, allowing you to annotate it as needed.