Heckteck @heckteck.dev · Oct 19

Selectors try to 'select' the first successful node - they run all their children top-to-bottom, until one Succeeds. Sequences try to run all their children in sequence - if one fails, the sequence stops and returns Fail. If we reach a Timeline node, we play that timeline! (e.g colored path) 4/X

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Heckteck · Oct 19

These systems alone can represent very complex enemy behaviors, without having to write any custom code. They are also decoupled from the ULTRAKILL codebase, so in the long term we hope to make them widely available for others to use in Unity. Anyway! Thanks for reading! 🍅