Behavior 2 | Game Creator 2
Rated 5.0/5 from 25 ratings on Unity.
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: $39.99. The latest store price is $79.99.
View 7 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $79.99 | Latest store price | |
| $39.99 | $25 Sale | |
| $39.99 | Unity Discount 2026-07-08 2026-07-15 | |
| $39.99 | Unity Discount 2026-07-01 2026-07-08 | |
| $39.99 | Unity Discount 2026-06-24 2026-07-01 | |
| $79.98 | Unity First Price 2026-06-19 2026-06-26 | |
| $39.99 | Unity Discount 2026-06-17 2026-06-24 |
Sale and bundle history
The 6 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Behavior 2 | Game Creator 2
- Tools, Systems & Learning > Game Templates & Systems
Create your own behavioral AI systems using 4 industry-standard techniques.
State Machines are the easiest and most intuitive tools to use. At any given time an agent can be executing a single state, and has a list of transitions to other ones.
Behavior Trees offer a way to keep systems more organized. It comes with all the common types of nodes, such as Tasks and Sub Graphs.
Composites nodes allow to branch the logic into multiple paths, using Selectors and Sequence types, among others.
Decorator nodes allow to transform the result of executing its child nodes. For example, using the Inverse decorator turns a Failure result into a Success.
GOAP or Goal Oriented Action Planning is a novel technique in which you define multiple tasks of things to do, without any order and the behavior brain will figure out the best possible combination at any given time in order to fulfill a list of Goals.
Utility AI (also known as Needs-based AI) is an advanced behavioral AI technique that allows to define how much a Task node should be prioritized over others using a dynamic numeric value and an easing curve.
This is extremely useful to create games such as The Sims, where each character has different needs based on their personality traits and current context.
Includes
- Source code
- Examples & Templates
Learning Resources
- Documentation
- Youtube