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Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
Passed 24 of 24 test cases with the skill, and 12 of 24 without it.
and 10 more in the full report
12 fixed12 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 12 test cases the skill fixed. Same model, same prompt, with and without the skill.
When writing script logic or inspecting the scene hierarchy, what base class does the root BeehaveTree node extend?
| Checked | Without skill | With skill |
|---|---|---|
| States that BeehaveTree extends Node directly rather than BeehaveNode. | Missed | Passed |
The instructions your model reads when the skill loads.
Related skills: ai-navigation for the movement leaves drive, state-machine for core-engine FSM, limboai for a heavier C++ BT+HSM alternative, godot-brainstorming for choosing an AI approach.
Addon: Beehave · version
v2.9.2· Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design).
| Approach | Best for |
|---|---|
Core-engine FSM (state-machine skill) | Simple agents, < 5 states, no addon |
| Beehave (GDScript addon) | Lightweight BT, GDScript-only projects, fast iteration |
| LimboAI | BT and HSM together, visual editor, C++ performance, C# support (module build) |
Choose Beehave when your project is GDScript-only, you want a behavior tree without a custom engine build, and you value a simple node-in-scene-tree authoring workflow. Beehave trees live entirely in the scene tree — every composite, decorator, and leaf is a regular Node child. For a heavier C++/C# solution with HSM integration, use the limboai skill instead. For plain state machines without a BT, use the built-in state-machine skill.
C# note: Beehave has no official C# API (zero .cs files in addons/beehave/). From C# you can call the GDScript API via Godot cross-language interop (GetNode<Node>(...).Call("tick", actor, blackboard)), but Beehave provides no typed C# classes.
addons/beehave/ folder from the GitHub release into res://addons/beehave/.BeehaveGlobalMetrics and BeehaveGlobalDebugger.script_templates/ from the addon into the project root for leaf scaffolding templates.A Beehave tree is built from three kinds of nodes, all placed as regular scene-tree children:
| Role | Node | Behavior |
|---|---|---|
| Tree root | BeehaveTree | Ticks the child every frame (or physics/manual); extends Node (not BeehaveNode) |
| Composites | SequenceComposite, SelectorComposite, SimpleParallelComposite, … | Flow control — AND / OR / parallel logic |
test cases passed, vs 12 / 24 without
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