Behaviour reference

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
tweenIn Animates an entity onto the screen
pulse Gentle attention-drawing throb
tyreMarks Skid trails while drifting
trackDistance Publishes how far something has travelled

Renderers

Behaviour Does
raycastRenderer First-person walls, Wolfenstein style
mode7Renderer Perspective ground plane, SNES style
virtualJoystick On-screen thumbstick for touch