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Develop State Machines & Behavior Trees with ease and introduce them into your scenes with just one click.


How to use

  • Add the  CogniteNode node to your scene, its function is to allow StateMachines to be built in this scene
  • Create or add a CogniteAssemble, a CogniteSource and start creating your graphs

CogniteNode

With this node you can access the state machine and interact with its properties.

CogniteAssemble

Resource where graph data is saved, you can save it to reuse in other CogniteNodes.

CogniteSource

Resource for configuring CogniteAssemble, you can reuse it in different CogniteAssemble to create different behaviors using the same data that your scene can access, avoiding the need to edit other scene codes.


NodeGraphs

Currently, there are 4 types of nodes, each node has an important function.

  • State: This node is the starting point. In addition to containing a state, you can add another CogniteAssemble, this new StateMachine will only be activated if the parent StateMachine is in the state in which this node holds the child StateMachine
  • Event: Its only function is to activate this path if it receives the named signal. Therefore, there can only be 1 of this node per path, as the path will be triggered as soon as it receives the signal
  • Condition: This node will observe a Boolean variable and will always maintain a path activated, if there is no Node Event in the path, this logic will be processed every frame, you can use several nodes aligned or in parallel with no usage limit
  • Change State: Its use is simple, change to a new state

The general rule for using nodes:

  • The path must always start in a State.
  • Always end in a Change State
  • At most 1 Event node per path
  • The Condition node there is no restriction.

Download

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Click download now to get access to the following files:

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