ReView
A small editor extension for Unity, ReView lets you in a very simple manner define layouts for editor and playmode specifically – automatically switching between the two as you enter and exit playmode.
Videos
While some of these are available elsewhere, for example in documentation, the following is the full list of collected video resources.
Documentation
- Behaviour Trees From the Behave 2.x documentation: An introduction to behaviour trees and their implementation in Behave.
- Components From the Behave 2.x documentation: Going through the different behaviour tree components available in Behave.
- Tree State and Parameters – part one From the Behave 2.x documentation: Action names, parameters and tree context.
- Tree State and Parameters – part two From the Behave 2.x documentation: Tree parametrisation and basic node settings.
- Runtime – part one From the Behave 2.x documentation: Building a library and setting up the basic agent interface.
- Runtime – part two From the Behave 2.x documentation: Action handlers and agent blueprints.
- Runtime – part three From the Behave 2.x documentation: Tick, reset and action handler forwards.
- Runtime – part four From the Behave 2.x documentation: Runtime context handling and other tree state accessors.
- Debugger From the Behave 2.x documentation: A walkthrough of the features and operation of the runtime debugger.
- Records From the Behave 2.x documentation: An introduction to Records – their design, use and optional integration with behaviour trees.
- ReView – Complete Manual From the ReView documentation
- Introduction to Behave 2 From the Behave 2.x documentation
- Intro to Path 2.0b1 From the Path documentation
- Behave: Starting from scratch From the Behave 1.x documentation
- From tree to code From the Behave 1.x documentation
Presentations and interviews
- Behavior is Brittle: Testing Game AI February 27, 2017 – GDC 17 – San Francisco
- So You Want to Be A Unity Freelancer? June 25th, 2015 – Unite Europe 15 – Amsterdam
- Behaving in the 21st Century – AI Productivity through Tooling November 4th, 2014 – Code Mesh 14 – London
- Practical AI in Unity [presentation and source] August 21st, 2014 – Unite 14 – Seattle | October 29th, 2014 – Game Connection 14 – Paris
- Game AI Conference Panel August 13th, 2014 – IGDA Webinar – IGDA.org
- Collective Mass Radio #5 March 19th, 2014 – Podcast interview for Collective Mass at GDC 14
- If You Can Build a Behavior Tree, You Can Dodge a Ball 1 October 24th, 2013 – Masterclass interview for AIgameDev.com
- Unity Hacks [presentation and source] April 16th, 2013 – Unite Japan 13 – Tokyo
- Oculus Rift interview March 30th, 2013 – Interview for Road To VR at GDC 13
- Unity, Network Code, and You August 23rd, 2012 – Unite 12 – Amsterdam
- Rapid network- and AI-ready game development in Unity April 13th, 2012 – Unity Asia Bootcamp 12 – Tokyo
- Streamlining your Unity editor April 12th, 2012 – Unity Asia Bootcamp 12 – Tokyo
- AI in Unity November 7th, 2011 – Unite 11 – San Francisco
- Oh, Behave! AI with Behaviour Trees in Unity and C# 1 January 25th, 2011 – Masterclass interview for AIgameDev.com
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