It is mostly a matter of using conditions that evaluate the state of the game (or variables that are bound to property getters that reflect the state of the game), which game state should be correct at any given moment. Thus a behaviour tree will only “reference” the game state via conditions and thus it flows to the correct branch (since branching is all about the conditions used essentially, apart from a few nodes like the sequencer of course). Utilizing the “Dynamic” option that is found in some nodes can also be helpful to make the graph react instantly to those conditions.
I hope that helps. Thanks!
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