Behavior trees and state machines with LimboAI

LimboAI addon overview

We'll be using LimboAI for behavior trees and state machines

LimboAI docs | LimboAI on GitHub

 

LimboAI includes a demo project. It is highly recommended that you download it and check it out. When you run it, it has a nice little tutorial that walks you through the basics: https://github.com/limbonaut/limboai/tree/master/demo 

In its classes and nodes, LimboAI uses the following prefixes:

Behavior trees

Read the intro to behavior trees here

Accessing LimboAI behavior tree editor

When installed, LimboAI adds a button to the top of the Godot editor, alongside the 2D/3D/Script buttons

Screenshot 2026-02-19 at 9.55.44 PM.png

When you click on a BTPlayer node, it has a BehaviorTree attached to it. When clicking that, it will automatically switch over to the LimboAI tab.

Screenshot 2026-02-19 at 10.10.46 PM.png

Building blocks: sequences and selectors

The main building blocks of a behavior tree are:

Writing custom tasks

Read the documentation on writing custom tasks.

Custom tasks go inside of ai/tasks in the project.

At the time of writing, we have:

State machines

https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html

 


Revision #1
Created 2026-02-19 21:32:43 PST by TranquilMarmot
Updated 2026-02-19 22:46:53 PST by TranquilMarmot