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Unity

AI Behavior Architect: ECS Behavior Trees

By Sniveler Code

$69.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $34.99. The latest store price is $69.99.

Recorded prices for AI Behavior Architect: ECS Behavior Trees 4 price observations from Sep 24, 2026 to Nov 5, 2026. Lowest recorded price $34.99. Exact dates and prices are listed below. $0.00 $35.00 $69.99 Sep 24, 2026: $69.98. Unity First Price 2026-09-24 2026-09-24 Sep 24, 2026: $34.99. Unity New Release Discount 2026-09-24 2026-10-08 Sep 24, 2026: $34.99. Unity New Release Discount 2026-09-24 2026-10-08 Nov 5, 2026: $69.99. Latest store price Sep 24, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$69.99Latest store price
$34.99Unity New Release Discount 2026-09-24 2026-10-08
$34.99Unity New Release Discount 2026-09-24 2026-10-08
$69.98Unity First Price 2026-09-24 2026-09-24

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About AI Behavior Architect: ECS Behavior Trees

  • Tools, Systems & Learning > Game Templates & Systems
  • Tools, Systems & Learning > Development Tools & Automation
AI Behavior Architect is a high-performance visual Behavior Tree editor and runtime designed around the Data-Oriented Design (DOD) paradigm. Built from the ground up for Unity DOTS (Entities, Burst Compiler, C# Job System), it enables you to simulate massive crowds, sprawling RTS armies, or complex city environments, maintaining zero runtime GC allocations and blazing-fast execution times.

Unlike traditional OOP-based behavior trees that choke CPU threads with virtual method calls and object instantiation, AI Behavior Architect compiles your visual graphs into highly optimized BlobAssets and automatically generates multithreaded, Burst-compiled C# Job systems for your custom logic.

Perfect for RTS, city builders, swarm survivors, RPGs with massive crowds, or any project where AI CPU cost is a bottleneck and maximum scalability is required.

Core Workflow:
1. Design: Build your AI logic in a clean, intuitive GraphView editor.
2. Compile: The tool automatically bakes your tree into flat DOTS structures (BlobAssets) and generates unmanaged System boilerplate.
3. Execute: Agents traverse the tree using pure structural ECS data (DynamicBuffers) processed by parallel Jobs.

Customization:
Creating new nodes (Actions, Conditions) is incredibly simple. Just write a Burst-compatible struct with a [BtCustom] attribute, and the editor automatically generates the UI ports and the underlying Job logic. No deep DOTS knowledge required to expand the framework.

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Prices and availability may change.