Node Component

Describes the types of node components that perform processing while a node is running.

Basic node components

  • EventComponent
    This is a node component that performs the process of notifying the node that an event has arrived.
    Used to wait for Unity messages (such as OnCollisionEnter) or input events.
  • ActionComponent
    This is a node component that performs processing that can be completed in an instant.
    It is used for calling members, calculating data, etc.
  • EvaluateComponent
    A node component that performs conditional judgment.
    It is used to determine state transitions and behavior tree execution.
  • TaskComponent
    A node component that performs continuous processing.
    It is used for waiting for time to pass, tween processing, waiting for asynchronous processing to complete, etc.
  • ServiceComponent
    A node component that performs processing that is constantly executed without returning results.
  • CompositeComponent
    A component that controls the execution of child nodes of BehaviorTree.
  • Decorator
    This is a node component that performs the process of determining the execution of BehaviorTree.