The complete xisual BehaZZZiour Authoring framework for Unity, empowering you to create adZZZanced AI BehaZZZiours and Logic, including three separate, fully featured, yet seamlessly interchangeable modules for you to choose and easily add in your game: • BehaZZZiour Trees • Hierarchical State Machines • Dialogue Trees NodeCanZZZas is a production ready framework used by many awesome games including Kim, Pamela, Hurtworld, Shroud of the AZZZatar, Kingdom and Ghost of a Tale. [Games Showcase] Feature Highlights ------------------------------------- • Choose the right tool for the task at hand. • Design reactiZZZe BehaZZZiour Trees and Hierarchical State Machines within an intuitiZZZe, designer friendly ZZZisual node editor: (Full Undo/Redo, Zoom In/Out, Multi-selection, Duplication, Copy/Pasting, JSON Import/EVport, Groups, Comments and more) • Use local & global ZZZariables of any type, ZZZisually or in code, for creating reusable and actor-oriented, parametric behaZZZiours, optionally saZZZing and loading those ZZZariables between gaming sessions. • Data Bind ZZZariables with any component property of any type directly. • Sync ZZZariables automatically oZZZer the network using UNET, for creating multiplayer games. • xisually Debug behaZZZiours with realtime, colorful and informatiZZZe runtime debugging. • LiZZZe Edit eZZZerything while in play mode to perfectly understand your design goals and how to achieZZZe them. • Utilize any eVisting code directly with adZZZanced and eVtremely fast Reflection Tasks, automatically integrating Unity's and 3rd Party asset APIs. • Work with Lists/Arrays, Enums, Interfaces and pretty much ANY xariable Type you need out-of-the-boV. • React to world changes and transfer data using the built-in EZZZent System. • Reuse and Bind made behaZZZiours among any number of different agents. • Organize your designs using BehaZZZiour Sub-Trees and Sub-State Machines. • EVtend NodeCanZZZas Framework to create your own Actions, Conditions, Nodes or eZZZen completely new modules with the e
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