The following composite will run all the children, regardless of their return status.
The same can be achieved using the Optional decorator, but on large graphs that is error-prone and does not immediately convey intent. For example, iterating an empty collection yields a failure. But depending on context, this might or might not be the proper semantic.
Using this composite clearly conveys the intent of executing all the actions.
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usingSystem.Collections.Generic;
usingNodeCanvas.Framework;
usingParadoxNotion.Design;
usingUnityEngine;
namespaceNodeCanvas.BehaviourTrees
{
[Category("Composites")]
[Description("Execute the child nodes in order or randomly and return Success if all children return Success, else return Failure.\nAll the children are executed, regardless of their return status.")]
Is there a reason why most behaviour tree implementations dont include a node like this? Is it considered bad design to have many nodes “running” at the same time?