Licenses
Uses AI
Order
Advanced Search

Search will generally match any assets that contains all words from the search query. The words can be anywhere in the asset name, description or tags. All search queries are case independent.

To narrow down search results, you can use the following operators:

  • godot | engine
    will match if either "godot" or "engine" are found
  • godot MAYBE engine
    will match if "godot" is found, while ranking items higher that also match "engine"
  • godot -engine (alternative syntax: godot !engine)
    will only match if "godot" is found in an item that does not contain "engine"
  • @name godot @description engine
    will match if "godot" is found in the asset name, and "engine" is found in the asset description
  • =godot
    will match "godot" as a separated word, so it would not match "godotengine" while it will match "godot engine"
  • "godot engine"
    will match the exact string "godot engine" (so it won't match "engine godot")

LimboAI 21

by limbonaut | MIT

Behavior Trees & State Machines

LimboAI is an open-source C++ plugin for Godot 4, combining Behavior Trees and State Machines for crafting your game’s AI. It comes with a behavior tree editor, built-in documentation, visual debugger, and more! While it is implemented in C++, it fully

Takobi AI 3

by Saku | MIT

Takobi AI is a C# AI framework for Godot featuring Behavior Trees, Hierarchical State Machines (HSM), and a live debugger. Built to be lightweight, modular, and easy to integrate into your projects

Takobi AI A behavior tree library for Godot 4 / C#, built on native Godot editor APIs Features Live Debugger — a dockable panel (built on Godot's EditorDebuggerPlugin ) that visualizes tick status and node state in real time while your game runs. Native

Missbehave 0

by Tomate Salat | MIT

Behavior trees for Godot 4.7 C#, built in a visual graph editor. Wire nodes top to bottom in an editor dock, set parameters in the Inspector, undo everything, and watch the same graph light up live while the game runs. Trees are reusable .tres resources

Missbehave 📢 Missbehave is becoming part of Missfits Missfits is an upcoming collection of standalone tools for Godot: behavior trees, state machines, dialogue and quests. Each addon works on its own, so you only install what your project needs. Used

Fluent Behaviour Tree 0

by Cpaz | MIT

Build behaviour trees using the Godot node tree and extend custom functionality using C#

A Godot addon for C# behaviour trees. Makes use of Eraclys' Behaviour Tree Nuget package under the hood to create node wrappers for the Fluent builder. Utilize common behaviour nodes for things like animations Extend these nodes for custom functionality

loading more results...