- You could have a huge behaviour tree, but the best practice is to follow the component philosophy of Godot and make several smaller behaviour trees for each component of your scene. For example, a tree for your movement controller, a tree for your weapon controller, a tree for your pathfinder component, etc.. A behaviour tree can only have one blackboard, but the same blackboard can be used by many trees, so this is particularly handy if you wanna have several trees without also making multiple blackboards. Personally, the reason why I have the blackboard as a decoupled component, is because I wanted to make squads of enemies sharing the same data but behaving independently, so this is a use case for this. Moreover, I usually have several components in my actors, and I wanna use the same database for different tree.
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