# meniku/NPBehave

Event Driven Behavior Trees for Unity 3D

Repository: https://github.com/meniku/NPBehave
Canonical: https://ross.abutalabs.com/products/npbehave
Language: C#
License: MIT
License Family: permissive
Last push: 2025-03-16T20:15:06+00:00

## Health v2 (maintenance only)
Score: 28/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 11, release rhythm 8, longevity 100
- inputs: {"age_days": 3714, "days_push": 535, "days_rel": 535, "gap_med": null, "n_releases_24m": 1}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1272, forks 208 (observed 2026-08-28T04:04:12.136814+00:00)

## What it is
NPBehave is an event-driven behavior tree library for building code-based AI in Unity 3D. It stays in its current state instead of re-traversing from the root each frame, making it performant and simple, with blackboard support and Unreal-style node types.

## Use cases
- create AI behavior trees for Unity game characters
- build event-driven NPC decision logic in C#
- implement enemy AI without visual editors
- use blackboards for AI memory in Unity
- avoid per-frame behavior tree re-traversal for performance
- extend behavior trees with custom node types

## When to choose
- you build Unity games and prefer defining AI in code rather than visual editors
- you want performant, event-driven behavior trees inspired by Unreal's approach
- you need a lightweight, MIT-licensed, easily extendable behavior tree library

## When to avoid
- you need a visual behavior tree editor or designer tooling
- your project is not built on Unity 3D
- you need utility AI, GOAP, or other AI architectures rather than behavior trees

## Facets
- artifact type: library
- maturity: stable
- function: game-engine, simulation, agent-framework
- domain: artificial-intelligence, simulation
- platform: game-engine, cross-platform
- tags: behavior-trees, unity3d, game-ai, event-driven, blackboard, csharp, game-development

## Member repositories
- meniku/NPBehave (main) score 28

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:04:12.136814+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T05:03:18.228284+00:00, confidence not recorded.
  - readme: https://github.com/meniku/NPBehave (fetched 2026-08-28T04:04:12.136814+00:00, sha d369275a693b)
- Data as of 2026-08-30T08:39:29.467469+00:00.
