Documentation
Step-by-step guides, conceptual references, and copy-pasteable tree patterns. Everything here uses the actual editor running at bteditor.dev — open the link in any tutorial and you'll see the same tree as the screenshots.
Getting started
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Getting started
Build your first behavior tree in under five minutes. From opening the editor to exporting a working JSON.
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Node types reference
Every Composite, Action, Condition, and Decorator node that ships in the default library, with a worked example of each.
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Import & export formats
JSON, XML, and BehaviorTree.CPP formats — when to use which, and how to round-trip between them.
How-tos
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Replay NDJSON execution logs
Capture a behavior tree run as NDJSON, replay it in the editor with step/pause controls, and share the file with teammates.
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Live monitor via WebSocket
Push real-time node status from your robot or game server to the editor over a single WebSocket connection.
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Define custom node types
Add your own Composite / Action / Decorator nodes with typed ports, and ship them as a JSON library.
Patterns & theory
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Reactive control patterns
Why behavior trees, when to use them over state machines, and common architectural pitfalls.
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Interop with BehaviorTree.CPP
Round-tripping trees with the popular C++ library: how to map ports, register custom types, and stay compatible.
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Behavior trees in robotics
A short essay on applying reactive trees to mobile robot navigation, manipulation, and multi-robot coordination.