// the find
bitbrain/beehave
🐝 behavior tree AI for Godot Engine
Beehave is a behavior tree addon for Godot 4 (and 3) that integrates directly into the scene tree — your AI nodes live alongside your game nodes. It's aimed at Godot developers who need more than state machines but don't want to roll their own BT implementation from scratch.
The scene-tree integration is genuinely clever: composing behavior trees visually in Godot's editor is a natural fit, and attaching a BeehaveTree node to any actor feels idiomatic rather than bolted on. The runtime debugger that visualizes which nodes are ticking and why is the kind of thing most hobby BT implementations skip entirely. The blackboard implementation covers the common cases (set, get, compare, erase) as built-in leaf nodes, which saves a lot of boilerplate. Test coverage via gdUnit4 is present and CI-gated — rare for a GDScript addon of this size.
No parallel composite beyond SimpleParallel, which only supports one main and one background task — anything more complex requires you to build it yourself. The Godot 3/4 split is managed via separate branches rather than a single codebase with compatibility shims, so if you're on 4.0.x you're pinned to 2.7.x and miss two years of fixes. There's no built-in support for utility AI scoring or priority weighting — the selector just picks the first child that succeeds, so sophisticated enemy AI still needs external logic. Documentation lives on an external wiki site, which has historically gone stale faster than the code.