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Behavior 2 | Game Creator 2 – Free Download

Behavior 2 | Game Creator 2 – Free Download

Tsunami 24 August, 2026
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User Rating 5 (4 votes)

Define how characters behave using multiple AI techniques. Create your own behavioral AI systems using 4 industry-standard techniques.

For more details about this asset: Click Here

This package is provided solely for evaluation, learning, or testing purposes before purchase and is not permitted for commercial use.

Behavior 2 | Game Creator 2 v2.2.10 (Latest version)

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Behavior 2 | Game Creator 2 v2.1.9

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Behavior 2 | Game Creator 2 v2.1.7

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Behavior 2 | Game Creator 2 by Catsoft Works v2.1.7 (20 Mar 2025)

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Behavior 2 | Game Creator 2 by Catsoft Works v2.1.6 (19 Oct 2024)

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Behavior 2 | Game Creator 2 by Catsoft Works v2.1.5 (Jul 30, 2024)

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Behavior 2 | Game Creator 2 by Catsoft Works v2.1.4

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Behavior 2 | Game Creator 2 by Catsoft Works v2.1.3

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Behavior 2 | Game Creator 2 by Catsoft Works v2.0.2

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Define how characters behave using multiple AI techniques

This module requires Game Creator 2 in order to work.

Create your own behavioral AI systems using 4 industry-standard techniques.

State Machines are the easiest and most intuitive tools to use. At any given time an agent can be executing a single state, and has a list of transitions to other ones.

Behavior Trees offer a way to keep systems more organized. It comes with all the common types of nodes, such as Tasks and Sub Graphs.

Composites nodes allow to branch the logic into multiple paths, using Selectors and Sequence types, among others.

Decorator nodes allow to transform the result of executing its child nodes. For example, using the Inverse decorator turns a Failure result into a Success.

GOAP or Goal Oriented Action Planning is a novel technique in which you define multiple tasks of things to do, without any order and the behavior brain will figure out the best possible combination at any given time in order to fulfill a list of Goals.

Utility AI (also known as Needs-based AI) is an advanced behavioral AI technique that allows to define how much a Task node should be prioritized over others using a dynamic numeric value and an easing curve.

This is extremely useful to create games such as The Sims, where each character has different needs based on their personality traits and current context.

Features:

State Machines
Behavior Trees
GOAP: Goal-Oriented Action Planning
Utility AI
Compatible with Visual Scripting

Includes:

Source code
Demo templates for all AI systems
State Machines
Behavior Trees
GOAP
Needs-based AI
Compatible with all Game Creator 2 modules

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