beehave
Beehave
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).
1. When to use Beehave
| 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.