DIE Behaviour Suite – Behaviour Trees, EQS, Utility AI & Perception


Suppression Retreat Push Forward Hold Position Defend Area Guard Object Protect Ally Squad AI Shared Squad Blackboard Squad Leaders Followers


by Deep Interactive Entertainment


Price History +

Game AI toolkit with visual behaviour trees, perception, utility scoring and environment queries for building reactive agents.

Core Framework

• Behaviour Trees with Visual Graph Editor
• Reactive Sequences
• Interrupt Selectors
• Utility AI Decision System
• Hierarchical State Machines (FSM)
• GOAP Planner
• Local & Global Blackboards
• Event Bus System
• Centralized AI Scheduler
• Subtree Support
• Services System

Perception & Memory

• Vision Detection with Occlusion
• Hearing System
• Sound Emitters
• Sound Occlusion
• Memory System
• Last Seen Tracking
• Last Heard Tracking
• Memory Decay

Environment Query System (EQS)

• 7 Query Generators
• Ring Generator
• Grid Generator
• Donut Generator
• Cone Generator
• Random Reachable Generator
• Cover Point Generator
• Squad-Based Generator

EQS Tests

• Distance Test
• Line Of Sight Test
• Path Length Test
• Height Difference Test
• Influence Test
• Ally Distance Test
• Enemy Density Test
• Angle Test
• Response Curve Support

Combat AI

• Dynamic Cover System
• Cover Reservation
• Peek From Cover
• Flanking
• Suppression
• Retreat
• Push Forward
• Hold Position
• Defend Area
• Guard Object
• Protect Ally

Squad AI

• Shared Squad Blackboard
• Squad Leaders
• Followers
• Target Sharing
• Alert Sharing
• Attack Token System
• Formation System
• Line Formation
• Column Formation
• Wedge Formation
• Circle Formation

Advanced Systems

• Smart Objects
• Object Reservation System
• Influence Maps
• Danger Evaluation
• Dialogue AI
• Runtime Event Monitoring

Visual Tools

• Visual Behaviour Tree Editor
• Live Runtime Debugging
• Record & Replay System
• Blackboard Inspector
• Perception Visualization
• Hearing Visualization
• Cover Visualization
• EQS Visualization
• Influence Map Visualization
• AI Setup Wizard
• AI Archetype Wizard
• Waypoint Path Tool

Networking

• Mirror Integration
• FishNet Integration
• Server Authoritative Synchronization
• Multiplayer Ready Architecture

Included Content

• 15 Playable Demo Scenes
• FPS Controller Example
• AI Archetype Examples
• Example Behaviour Trees
• Example EQS Queries
• Example Dialogue Systems
• Runtime NavMesh Baking
• Complete Documentation
• Developer Guide

Compatibility

• Unity 6 Ready
• Zero Third-Party Dependencies
• Extensible API
• Custom Nodes Support
• Custom EQS Generators
• Custom EQS Tests
• Custom FSM States
• Custom GOAP Actions

Package Statistics

• 156 C# Scripts
• 7 Composite Nodes
• 6 Decorator Nodes
• 2 Service Nodes
• 55+ Action & Condition Nodes
• 7 EQS Generators
• 8 EQS Tests
• 8 FSM Conditions
• 15 Demo Scenes

DIE Behaviour Suite provides a visual behaviour-tree editor and modular C# systems for building game agents. Combine behaviour trees, perception, blackboards, utility scoring and environment queries to create agents that react to their surroundings.


The package includes example behaviour trees and demo scenes, setup tools, runtime inspection, and extensible action and condition nodes. Additional modules cover state machines, GOAP planning, squads, cover, smart objects, influence maps and dialogue.


Use the examples as a starting point and customize behaviours for your game. The showcase images are actual captures of the included tooling and demo content.


The core framework does not require a third-party networking package. Optional networking adapters require their corresponding networking package to be installed separately. The uploaded package targets Unity 6 and its demo scenes use the Universal Render Pipeline.