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In my experience, navigation should not be handled explicitly in the behavior tree. BTs are great at stateless reactive behavior, while navigation is inherently stateful: you find your path, than you follow it, check whether you should replan... If you need to handle jumps, elevators etc. thnigs get crazy and are difficult to handle in a BT. In all games I ...


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A solution could be dealing differently with the Navigator Behavior; if its only purpose is telling your bot where to go if its current status is "flee", then you could incorporate it in the Flee Behavior and remove the Navigator Sequence. Otherwise, if Navigator Behavior is used to achieve different results, you could incorporate its functions in the same ...



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