Skip to main content

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.

NodeBehavior
SequenceTicks children in order. Returns Failure on the first child that fails, Success if all succeed. Restarts from the first child on each tick.
PriorityTicks children in order. Returns Success on the first child that succeeds, Failure if all fail. (Also called Selector / Fallback.)
MemSequenceLike Sequence, but remembers the last running child and resumes from it on the next tick instead of restarting.
MemPriorityLike Priority, but remembers the last running child and resumes from it.

Decorators

Decorators wrap a single child and modify its result.

NodeBehavior
InverterInverts the child's result — Success becomes Failure and vice versa.
RepeaterRepeats the child a configured number of times.
RepeatUntilFailureRepeats the child until it returns Failure.
RepeatUntilSuccessRepeats the child until it returns Success.
MaxTimeReturns Failure if the child runs longer than the configured maximum time.
LimiterAllows the child to run only a limited number of times.

Actions

Leaf nodes that perform work or return a fixed result.

NodeBehavior
RunnerAlways returns Running.
FailerAlways returns Failure.
SucceederAlways returns Success.
ErrorAlways returns Error.
WaitReturns 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.