The prewritten pieces you attach to entities instead of wiring logic.
10 min read
A behaviour is a self-contained piece of movement or reaction. Attach one
in the inspector, set its options, and it runs every frame. Most of a kit
is behaviours; the graph handles only the rules.
Movement
Behaviour
Does
platformerController
Run, jump, coyote time, jump buffering, variable jump height
topDownController
Eight-way movement
carController
Drift physics with grip, handbrake and reverse
firstPersonController
Walk and turn in a raycast maze, with wall sliding
railCamera
Automatic forward travel; strafe or discrete lanes
follow
Chase a tagged entity
patrol
Walk between two points
waypointAI
Drive a racing line, with rubber-banding
orbit
Circle a point
Reaction
Behaviour
Does
damageOnTouch
Hurts what it touches, with invulnerability frames
destroyOffscreen
Cleans up anything that leaves the view
railCollider
Depth-based hit detection for the 2.5D kits
shatterOnDeath
Breaks into line fragments
lapTracker
Counts laps and validates checkpoints
Presentation
Behaviour
Does
bindText
Shows variables in a text entity
minimap
Overhead plan of a maze
crosshair
A reticle that follows the pointer or the arrow keys