Node Types
The editor ships with the standard set of Behavior3 nodes. Every new project starts with these available in the node panel.
Composites
Composites control the flow between their children.
| Node | Behavior |
|---|---|
| Sequence | Ticks children in order. Returns Failure on the first child that fails, Success if all succeed. Restarts from the first child on each tick. |
| Priority | Ticks children in order. Returns Success on the first child that succeeds, Failure if all fail. (Also called Selector / Fallback.) |
| MemSequence | Like Sequence, but remembers the last running child and resumes from it on the next tick instead of restarting. |
| MemPriority | Like Priority, but remembers the last running child and resumes from it. |
Decorators
Decorators wrap a single child and modify its result.
| Node | Behavior |
|---|---|
| Inverter | Inverts the child's result — Success becomes Failure and vice versa. |
| Repeater | Repeats the child a configured number of times. |
| RepeatUntilFailure | Repeats the child until it returns Failure. |
| RepeatUntilSuccess | Repeats the child until it returns Success. |
| MaxTime | Returns Failure if the child runs longer than the configured maximum time. |
| Limiter | Allows the child to run only a limited number of times. |
Actions
Leaf nodes that perform work or return a fixed result.
| Node | Behavior |
|---|---|
| Runner | Always returns Running. |
| Failer | Always returns Failure. |
| Succeeder | Always returns Success. |
| Error | Always returns Error. |
| Wait | Returns Running until a configured amount of time has elapsed, then Success. |
Creating Your Own
The built-in actions and conditions are intentionally generic. For real agents you'll define domain-specific nodes — see Custom Nodes.