{"_id":"com.unity.behavior","name":"com.unity.behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture and observer abort support for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313.","provider":"upm","versions":{"1.0.16":{"_upm":{"changelog":"### Added\n- Added new node lifecycle APIs: `Node.OnSetup()` and `Node.OnTeardown()`.\n- Added enum dependency signature tracking on authoring graphs. Enables automatic detection of enum changes and graph reimport/rebuild, even when the graph is not open in the editor.\n- Added a `Metadata` field on floating port nodes for parent composite-specific state tracking.\n- Added `Tools/Behavior` actions to select graphs affected by the last enum-change reimport pass.\n\n### Changed\n- Bumped authoring graph serialization number to version 3.\n- Improve documentation about creation of `Composite` with dynamic amount of children.\n\n### Fixed\n- Fixed navigation action nodes (NavigateToLocation, NavigateToTarget) staying in Running status indefinitely when destination is unreachable. Added configurable `FailIfUnreachable` bool field (defaults to true). [UUM-135687](https://jira.unity3d.com/browse/UUM-135687)\n- Fixed NavigateToLocationAction not updating NavMeshAgent destination when the Location blackboard variable changes during execution.\n- Fixed BehaviorGraphAgent prefab workflow: blackboard variable overrides now show standard Unity prefab styling, and per-variable Apply to Prefab / Revert from Prefab context menu options are available. Apply to Prefab is greyed out for scene references with no prefab counterpart. [BEHAVB-260](https://jira.unity3d.com/browse/BEHAVB-260)\n- Migrated use of InstanceID to EntityId to support engine version 6.5 and newer.\n- Fixed a regression where editing an enum used by `SwitchComposite` would trigger a null-reference exception while the graph editor was open. [UUM-135864](https://jira.unity3d.com/browse/UUM-135864)\n- Fixed floating port node placement offset during node creation.\n- Fixed RunSubgraphDynamic linking blackboard variables when initialized only once. [UUM-133575](https://jira.unity3d.com/browse/UUM-133575)\n- Fixed swapped position/localPosition assignment.\n- Aligned `BehaviorGraphAgent` and `RunSubgraphDynamic` runtime instance management.\n- Fixed RunSubgraphDynamic runtime subgraph instance not registering shared blackboard variable internal callback.\n- Fixed `UnityObjectToUnityObjectBlackboardVariable` and `BaseCastBlackboardVariable` derived classes throwing warning about missing `Serializable` attribute.\n- Fixed scrolling no longer working when opening a Behavior Graph via the \"Open\" menu [UUM-140964](https://jira.unity3d.com/browse/UUM-140964)\n- Fixed editor stutter when panning and dragging connections in large Behavior Graphs. [UUM-139944](https://jira.unity3d.com/browse/UUM-139944)\n- Fixed HelpURL attributes for BehaviorAuthoringGraph, BehaviorBlackboardAuthoringAsset, BehaviorGraph, and BehaviorGraphAgent [BEHAVB-416](https://jira.unity3d.com/browse/BEHAVB-416)\n- Fixed node fields retaining stale references to deleted blackboard variables from linked BlackboardAuthoringAssets.\n- Fixed RunSubgraph node retaining a stale reference when the assigned subgraph asset is deleted from the project.\n- Fixed duplicating a static RunSubgraph node losing its subgraph asset reference. [BEHAVB-355](https://jira.unity3d.com/browse/BEHAVB-355)\n- Fixed BehaviorGraph variable assigned directly on a static RunSubgraph node's exposed field not being passed to the subgraph at runtime. [BEHAVB-146](https://jira.unity3d.com/browse/BEHAVB-146)\n\n### Known Issues\n- 'Right-click on the BehaviorGraphAgent component header > Modified Component > Apply to Prefab' may not work or throw `\"Destination property underlying types does not match the given one\"`. This is a Unity limitation with `[SerializeReference]` polymorphic list property modifications. Use the per-variable Apply to Prefab from the blackboard variable context menu, or the top-level 'Overrides > Apply All' as workarounds.\n- Also refer to 1.0.14 Known Issues section"},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.16","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture and observer abort support for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"1b9c0eccba9cacaf61532324987cdbca08fccba4","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.16.tgz"}},"1.0.15":{"_upm":{"changelog":"### Added\n- Blackboards inside behavior graphs are now visible and overridable from the behavior graph agent inspector.\n- Adds auto-connect debug target on selection in playmode.\n- Added ObserverAbort capability to graph execution. Only `Conditional Guard (Modifier)`, `Conditional Branch`, `Repeat While` and `Observer Abort` nodes are currently supported. The nodes needs to be linked from a `TryInOrder` or `Sequence` in order to make the functionality available in the node inspector. \n- Added new `ConditionalGuardModifier` node with observer abort support. `ConditionalGuardAction` is automatically changed to use its Modifier variant when linked directly from a `Sequence` or `TryInOrder` node.\n- Added toggle to truncate conditions on `ConditionalGuardAction`.\n\n### Changed\n- Bumped authoring graph serialization number to version 2.\n- Renamed `Abort` node `Fail` to avoid semantics conflict with new observer abort feature.\n- Node breakpoints can now pause playmode without attaching the IDE debugger.\n\n### Fixed\n- Fixes node connections cannot be removed when connected to Conditional Branch or Switch outputs (UUM-131340)\n- Fixed `ComponentToComponent` and `ComponentToGameObject` BlackboardVariableCasters throwing warning about missing `Serializable` attribute.\n- Removed `VariableValueChangedCondition` redundant GC allocations.\n- Added primitive value access to `SetVariableValueAction` and `ConditionUtils.cs` to reduce GC allocations.\n- Improved node checks performance when running large graphs.\n- Fixed a few NodeUI and InspectorUI minor issues. \n- Added undo support to Abort/Restart inspector UI mode change.\n- Fixed conditional node UI color.\n- Fixed node breakpoint not working.\n- Fixed shared blackboard variable enum exception on creation causing variable to disapear in BehaviorGraphAgent inspector and runtime graph from missing any subsequent variables."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.15","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture and observer abort support for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"3bb86f7a073c89d45b07e73178753ca6ad17b77a","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.15.tgz"}},"1.0.14":{"_upm":{"changelog":"### Added\n- Add open subgraph button to SubgraphNodeInspectorUI\n- Added \"Rebuild\" option to Behavior asset inspector dropdown menu.\n\n### Changed\n- Check Assets Integrity tool now logs warnings for blackboard variables with lost type information.\n- Added support for enumeration with `[Flag]` attribute.\n- Authoring variables of enumeration now initialize their value with first value of the enum. This fixes various issues with enumeration using explicit values.\n- Node wizard story editor now only displays words that are valid variable names.\n- Node wizard editor now have a character limit (256) and a window size limit.\n\n### Fixed\n- Fixed shared blackboard variable not listening to their source variable's OnValueChanged (BEHAVB-414)\n- Fixed a bug causing the deletion of composite with its edge selected to not delete the linked node port.\n- Fixed cursor arrow icon when hovering blackboard variable unlinked button.\n- Fixed a nullreference exception on playmode exit caused by blackboard variables with lost type information.\n- Fixed various UI styling issues (enum linkfield, unlink icon 'x', vector 4 linkfield)\n- Fixed a nullreference exception when updating the package to version 1.0.13 for existing projects using RunSubgraph nodes.\n- Fixed creating a Blackboard Variable of a typed enumeration cause exception (BEHAVB-362)\n- Fixed Behavior node using typed enumeration causes exception and graph view to be unusable (BEHAVB-363)\n- Fixed Unity Behavior Node Wizard generates incorrect type reference for nested enums in BlackboardVariable (BEHAVB-366)\n- Fixed invisible scrollbar in blackboard window.\n- Fixed blackboard type registration for `Component` derived types.\n- Fixed `Run Subgraph` node not being able to detect the subgraph from a linked blackboard asset (BEHAVB-315)\n- Fixed icons when selecting asset from RunSubgraph node.\n- Fixed exception being thrown and the graph becoming unusable when a `Composite` node type goes missing.\n- Fixed `Composite` ports not being properly synchronized. \n\n### Known Issues\n- Same Known Issues as 1.0.13\n- Runtime serialization does not support `LazyLoadReference<T>` in Unity 6000.3 due to a missing EntityID API."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.14","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"2dbca126a8bc5f06cd9b7d456914950dbba7281f","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.14.tgz"}},"1.0.13":{"_upm":{"changelog":"### Added\n- Update App UI to it's 2.0.0 release version.\n- Added pre-build check that prevents compilation when BehaviorGraphs contain unresolved missing type references.\n- Added inspector editor helpbox to warn users about invalid asset state.\n- Added new `BehaviorGraph.HasSameSourceAsset` API to compare source asset of different runtime graphs instance.\n- Added version number to authoring graphs to handle serialization version update.\n- Added authoring graph asset validation for managed references and placeholder.\n- Added `Tools > Behavior > Check Assets Integrity` to identify assets with missing types or placeholder nodes.\n- Added `Edit` button to Behavior authoring assets inspectors.\n\n### Changed\n- BehaviorGraphAgent now displays the source graph asset in inspector during playmode instead of the virtual graph instance.\n- Graph and Blackboard windows will now close automatically if they detect that their assets have managed references with missing types.\n- Graph and Blackboard asset inspector editors aligned and updated to use UITK.\n- To prevent data loss, it is no longer possible to rename or move a Behavior asset with missing type in managed references.\n- Authoring graph's SubgraphInfo now store direct asset reference instead of SerializedGUID.\n- Removed redundant `RootGraph` from the Graph asset serialization.\n- Improved Behavior assets import and validation reliability.\n- Moved Behavior Authoring Graph's 'Regenerate Runtime Assets' button to context menu item.\n- Exposed `BlackboardVariable.InvokeValueChanged` allowing to manually invoke the event when modifying collection elements or reference type properties that don't call the `Value` setter.\n- Changed `BehaviorGraphAgent.Init` to clone again a new instance of the assigned graph and restart the graph execution.\n- Changed  `DefaultExecutionOrder` from `BehaviorGraphAgent` to `-50` to ensure that agents are initialized (`Awake` call) before most user-defined script wake up. If you expect your code to execute `Awake` before `BehaviorGraphAgent`, you can also use `DefaultExecutionOrder` with a value lower or equal to `-51`.\n\n### Fixed\n- Fixed BehaviorGraphAgentEditor overriding agent graph assigned from code when its original graph value is null. (BEHAVB-324)\n- Fixed use of SerializeReference attribute in the package.\n- Fixed Blackboard asset deleting serialized references with missing types.\n- Fixed Graph asset deleting node model using serialized references with missing types.\n- Fixed exception handling to prevent graph execution when managed references have missing types.\n- Screen position and zoom level are now restored on domain reload when a graph is open.\n- Fixed runtime graph asset sometimes becoming the main object instead of the authoring graph.\n- Fixed RunSubgraphDynamic stuck after changing subgraph while the node is running.\n- Fixed `ConditionUtils.CompareReferences` not comparing objects when enum is set to `NotEqual`.\n- Fixed runtime graphs not rebuilt when node types changed from external changes (e.g., from source control).\n- Fixed authoring graph accumulating obsolete node model info data.\n- Fixed placeholder node information not displaying correctly in graph inspector and editor views.\n- Fixed 'Create' button on placeholder nodes not working.\n- Fixed SubgraphNodeModel accumulating obsolete field model data.\n- Reduced StartOnEvent GC when using Queue mode.\n- Fixed clone of disabled BehaviorGraphAgent sharing the same graph instance as the original agent. (BEHAVB-341)\n- Fixed OnStart root nodes execute in creation order instead of node position in graph. (BEHAVB-347)\n- Fixed node execution order not updated when authoring graph node positions are changed, including OnStart root nodes.\n- Fixed edits to blackboard asset re-centers the graph (BEHAVB-337).\n- Fixed an issue where you had to undo twice to undo instead of once when removing or adding a subgraph from a run subgraph node.\n- Fixed an issue where the undo / redo callstack was lost when you undo certain actions.\n- Fixed dynamic subgraph's blackboard variables not invoking parent's blackboard va"},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.13","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"e4cb49353899eb9319938fcd24cc6caff2172691","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.13.tgz"}},"1.0.12":{"_upm":{"changelog":"### Changed\n- Light and Dark themes overhaul. (BEHAVB-279)\n- Graph assets now generates their runtime asset on creation.\n- `Tools > Behavior > Validate All Graphs` now generates runtime asset if needed.\n\n### Fixed\n- Optimized `SwitchComposite` to cache enum values and eliminate redundant GC allocations when the underlying BlackboardVariable hasn't changed. (BEHAVB-331)\n- Fixed `WaitForAnyComposite` stuck on the first frame of playmode.\n- Fixed nested `RunSubgraph` nodes causing infinite asset reimport. (BEHAVB-333)\n- Fixed BehaviorAssetPostProcessor processing asset during domain reload.\n\n### Known Issues\n- Same Known Issues as 1.0.11"},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.12","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.16","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"3aef49b1615b7e398b6275c5962d52525f441cd0","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.12.tgz"}},"1.0.11":{"_upm":{"changelog":"### Fixed\n- Exposed EventChannels' EventHandlerDelegate and Event.\n- Fixed VariableValueChanged condition not properly resetting its internal state when being registered a second time.\n- Fixed graph runtime data not being regenerated when dragging a node out of a sequence.\n- Fixed node positioning when dragging out of a sequence.\n- Fixed edit subgraph representation not saving the asset.\n- Fixed edit subgraph representation undo/redo support.\n- Fixes various RunSubgraph node UI and inspector refresh issues.\n\n### Known Issues\n- Renaming a type referenced by a Blackboard Variable will make the variable disappear from blackboard assets and may cause errors when opening the graph editor.\n- Same Known Issues as 1.0.10"},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.11","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.16","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"3afc53ed890aa71600a5c3336fc39be301d65140","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.11.tgz"}},"1.0.10":{"_upm":{"changelog":"### Added\n- Blackboard variable UI elements expanded/collapsed state is now preserved across domain reloads for the duration of an Editor session.\n- Added Queue mode for StartOnEvent node that preserves and processes messages sequentially. It can be used to preserve messages when multiple events are received in a single frame. (BEHAVB-290)\n- Added `Allow Disabled Agent Debugging` to project settings > Behavior > Asset Settings.\n- Graph debug now displays an \"(Outdated)\" tag on agents whose instance graph differs from the current version of the source graph.\n\n### Changed\n- As part of the Muse product sunset, the generative AI features have been disabled.\n- Updated the serialization sample so that now we save to a file and load from it between sessions.\n- Blackboard asset variable are now readonly when viewed from the graph editor blackboard view. This change was made to clarify that default values should be changed from the source blackboard asset.\n- `Patrol`, `NavigateToTarget` and `NavigateToLocation` action nodes now set animator speed based on agent velocity, even when not using NavMeshAgent component.\n- Sticky notes now support rich text.\n\n### Fixed\n- Fixed a runtime serialization issues with monobehaviors in the sample.\n- Fixed a variety of runtime serialization issues where inheritance between assemblies was causing issues. Lots of additional tests were added to ensure the fixes.\n- Fixed graph asset with static subgraph reference loosing their SubgraphsInfo metadata when opening editor.\n- Fixed performance issues when moving nodes around in the graph.\n- Improved undo-redo handling of BlackboardVariable for Create, Detele, Rename and SetValue commands when blackboard editor is open.\n- Improved blackboard view refresh mechanism.\n- Fixed undo-redo not rebuilding the asset runtime data when needed.\n- Fixed undo-redo inconsistent behaviors in both GraphEditor and BlackboardEditor.\n- Fixed inconsistent undo-redo of BlackboardVariable SetValue command when a blackboard editor is open.\n- Fixed undoing a delete operation on a `Conditional Branch` node failing to restore the True and False node.\n- Fixes `BehaviorGraphAgent.SetVariableValue` not working when trying to assign value to a variable from a linked blackboard asset when the agent is not initialized.\n- Fixed Behavior Graph not rebuilding runtime graph when edited during Play Mode. (BEHAVB-310)\n- Fixed graph debugging nodes status not showing the correct status after editing a graph during Play Mode.\n- Fixed graph debugging not tagging disabled agent as \"(Disabled)\" in the agent picker window.\n- Fixed an issue in PatrolAction where the agent would incorrectly mark waypoints as reached during path calculation, causing it to skip waypoints when wait times were used. (Credit to @viento20340)\n- Fixed navigation nodes not reverting NavMeshAgent speed to its original value when node's `OnEnd` was called.\n- Fixed navigation nodes overriding default NavMeshAgent stopping distance post runtime deserialization.\n- Fixed order of the Blackboard variable list in the Inspector window becomes unsynchronized when the list order is changed in the Behaviour Graph window's Blackboard. (BEHAVB-288) \n\n### Known Issues\n- `RunSubgraph (Static)` node doesn't refresh properly when the referenced subgraph asset is deleted.\n- In regard to runtime serialization, `RunSubgraph (Dynamic)` is not yet fully supported and should not be use with runtime serialization. `RunSubgraph (Static)` is supported and can be use with runtime serialization.\n- In regards to runtime serialization, shared variables will not restore their previously saved state after deserializing.\n- Blackboard items re-ordering is now undo-able but some inconsistencies remains when redo-ing.\n- When editing graphs in Play Mode, changes to shared blackboard variables will be reflected at runtime. However, agent-specific values will revert when exiting Play Mode. This can cause agent shared blackboard variables to become out of sync with source shared blackboard variables. Workarounds: To re-sync all shared variable instances, edit the "},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.10","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees with a modular architecture.\n\n▪ Human-readable graphs flow top-to-bottom with plain-language nodes\n▪ Comprehensive library of pre-built nodes for movement, detection, and decision-making\n▪ Seamless C# integration with a familiar lifecycle model\n▪ Hierarchical design supporting reusable subgraphs\n▪ Real-time debugging visualization during Play mode\n▪ Event-driven architecture for dynamic game reactions\n\nIdeal for NPC behaviors, quest logic, environmental interactions, and game state management.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.16","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"b099a4fe59898a7f486a72b8e795c6ed9243f88e","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.10.tgz"}},"1.0.9":{"_upm":{"changelog":"### Added\n- Add TargetPositionMode to `NavigateToTargetAction` node to define how the target position is determined.\n\n### Changed\n- Added a small offset to duplicated nodes to avoid nodes getting placed on top of each other, when the cursor has not been moved and duplicating by hotkey.\n- Adds SubgraphInfo metadata to graph assets to track version of the dependencies.\n- Icons are back from the dead and they brought friends!\n- Icons will once again show in the Blackboard and Search menus.\n- Changed \"Delete Runtime Asset\" on BehaviorAuthoringGraph asset to \"Regenerate Runtime Asset\".\n\n### Fixed\n- Node execution will no longer be deferred to the next frame. This means an entire graph can fully execute in a single frame if none of its nodes take time to execute. Because this can potentially allow users create an infinite loop using a Repeat node or Start with repeat on, we will now abort a graph and throw an exception if it takes longer than a second to run in a single frame. Note: This abort will not happen if the debugger is currently attached to the process.\n- Added the \"Allow Multiple Repeats Per Tick\" field to Repeat and Start nodes, allowing to toggle between running multiple repeats on the same frame or deferring to the next frame.\n- Nodes that returned `Status.Waiting` can now be woken up on the same frame and may `Update()` multiple times per frame\n- Fixes BlackboardWindow refresh when the target asset is changed and reimported.\n- Fixes infinite import when several graphs are referencing the same graph.\n- Fixes BehaviorGraph AuthoringAssetID not being sync with main asset when main asset is duplicated.\n- Assigning a `BehaviorGraph` to a `BehaviorGraphAgent` prefab will now work correctly and reflect the changes to the prefab.\n- Assigning Blackboard Overrides to a `BehaviorGraphAgent` prefab will now work correctly and reflect the changes to the prefab / prefab instance, allowing to apply them or revert them.\n- Fixed setting `null` / `None` values to Blackboard Variables deriving from `ScriptableObject` onto the `BehaviorGraphAgent`.\n- Setting a Blackboard variable with an object that inherits from the BlackboardVariable stored type.\n- Fixes Self blackboard variable not appearing exposed on `BehaviorGraphAgent` until another variable is added.\n- Fixes BehaviorGraphAgent exception on awake when using a newly created graph or empty graph.\n- Fixes BehaviorGraph (runtime graph asset) references not cleaned up after being deleted.\n- `BehaviorGraphAgent` now handles and throws error when trying to assign an invalid BehaviorGraph from code.\n- Fixes the the behavior graph editor view resetting when certain actions such as undo/redo are performed and entering playmode. (BEHAVB-227)\n- Fixes enum fields and variables not working properly with explicitly ordered enums.\n- Fixes event nodes duplication not preserving the values.\n- Fixes nodes duplication loosing reference to fields assigned to blackboard asset variables.\n\n### Known Issues\n- After much user feedback and investigation, we have determined that runtime serialization is not recommended for use at this time due to an existing limitation in its implementation. Our team is working diligently to address these concerns and bring the feature to the expected quality level in an upcoming release. In the meantime, we appreciate your patience and understanding as we strive to enhance this functionality.\n- An instantiated Prefab with `BehaviorGraphAgent` doesn't show Blackboard Variables overrides as bold and doesn't let you right click to apply/revert from prefab.\n- After editing an instantiated prefab with `BehaviorGraphAgent`, right clicking on the component and applying prefab overrides may cause an error. A workaround: Click the Overrides dropdown below the Prefab field on the GameObject and select Apply All.\n- During playmode, assigning the same graph to an agent twice from the inspector causes the blackboard values to disappear, and prevents the graph from executing correctly. The solution is to unassign the graph from the component, then reassign it.\n- Creating a new black"},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.9","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.16","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"fe41d2b9d6fa3e724ed0d869ba2d445acd8ef2ca","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.9.tgz"}},"1.0.8":{"_upm":{"changelog":"### Changed\n- Switch node will no longer log errors for unassigned children.\n- Updated sample materials to URP (the default render pipeline for Unity 6.0).\n- `Start()` will start the graph again if it's not currently running (i.e. it finished, or just been set). It'll defer it to `Update()` if the component is disabled.\n- Components will now appear under the `Other/MonoBehaviours` search menu for variable types (adding new variables, or setting them for node variables).\n- Updated AppUI to 2.0.0-pre.16 to benefit from fixes to AppUI.\n\n### Fixed\n- Fixed an issue where existing subgraph representations would not sometimes be removed when deleting the text input.\n- Static subgraphs now have their parent rebuilt when saved.\n- Fixed regression where renaming a blackboard variable would not be reflected in the graph.\n- Calling `BehaviorGraphAgent.Restart()` before the graph was started resulted in the graph's `Start()` being called twice.\n- Fixed search view string formatting leaking through to the callers such as type dropdowns.\n- Fixed an issue where case differences in the case of variable names on the subgraph representation could cause duplicate fields added on a `SubgraphNodeModel`.\n- Opening a behavior graph window wasn't focusing the window when docked, causing it to be behind other windows.\n- Graph agent init and start states weren't set correctly after runtime deserialization.\n- `Restart()` was running first iteration of the graph even when the agent was paused.\n- Fixed behavior graph not always framing the graph content correctly when opening a Behavior Graph asset.\n- Fixed attempting to assign a GameObject to a newly created GameObject Blackboard Variable in the Blackboard inspector not working.\n- Fixed an issue where Run Subgraph node LinkFields would not keep their override values correctly when the Subgraph Representation mode was toggled on.\n- Fixed an issue where duplicated Run Subgraph nodes did not keep their Subgraph Representation mode selected for the node UI.\n- Right Click -> Edit/Inspect Script will now work correctly with VSCode.\n- Fixed warning when changing a BlackboardVariable type to Vector2Int or Vector3Int.\n- Fixed search filter formatting persisting when using the back button to return to the search root.\n- Improved search query result accuracy.\n- Overriding 'Self' variable works again, allowing you to use a different GameObject to the one running the graph.\n- `NavigateToTargetAction` will correctly return success instead of failure if it's started within range of the target.\n- Fixed an issue where fields on duplicated nodes did not keep the correct local values from the original.\n- Sequencing/Enum Wizards will no longer propose the same enum/port name as one that already exists (example, adding 2 members with default name, deleting the 1st one and adding a new one used to call both Member 2).\n- Fixed BlackboardAsset Shared Variable keeping playmode value.\n- Run Subgraph (Dynamic) wasn't initializing a copy of the graph asset correctly, causing data to be shared amongst agents sharing the graph and corrupting the graph asset.\n- Various `SetBlackboardVariable` APIs were writing to the asset incorrectly before it was initialized.\n- Changing the value of a subgraph blackboard variable to a different subgraph will now correctly update the dynamic subgraph node running it.\n- Subgraph variables will correctly sync with the parent graph and vice versa.\n\n### Known Issues\n- After much user feedback and investigation, we have determined that runtime serialization is not recommended for use at this time due to an existing limitation in its implementation. Our team is working diligently to address these concerns and bring the feature to the expected quality level in an upcoming release. In the meantime, we appreciate your patience and understanding as we strive to enhance this functionality.\n- After using the \"Delete Runtime Assets\" button for the graph, prefabs/objects using the graph may lose their references to it (or contain an old stale one) and need reassignment."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.8","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["behavior","behavior tree","behavior graph","graph","ai","gameplay","NPCs"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.16","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"9aa96a37293c0237b05acfd1cf974d19654c204e","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.8.tgz"}},"1.0.7":{"_upm":{"changelog":"### Added\n- Added new Interrupted status and ensure that all incomplete child nodes of Parallel composites are marked as interrupted.\n- Added a checkbox to the behavior project settings to contnrol if nodes and condition scripts should automatically open after creation.\n\n### Changed\n- Selection of a node now brings it to the front.\n- Selection of a node in a sequence brings the sequence to the front.\n- Small tweak to node selected border radius.\n- Nodes replaced with Placeholder Nodes will not be replaced in the asset, only in the UI, reducing risk in recovery.\n- When saving a new Node/Condition from the wizard, a postfix of the node type (Action/Modifier/Flow) or Condition won't be added to the suggested filename if it already ends with it.\n- Updated AppUI dependency to 2.0.0-pre14 and created a settings file to exclude AppUI Shaders and execution from builds. This can be overriden with a custom user App UI Settings file.\n- Exposed `SaveFolderEventChannels` in the Project Settings -> Behavior menu.\n- Improved documentation description for the `GameObject` API inside the `Node` class.\n- Improved asset rebuilding and saving mechanism to avoid frequent regeneration.\n\n### Fixed\n- Editing Subgraph Representation will no longer add duplicate variables.\n- Softened search fields filtering so that, for example, 'int list' and 'list int' will return 'Integer List'.\n- Fixed WaitForAnyComposite not ending correctly yielding multiple runs of child nodes. \n- Editing a node with the node wizard (edit node definition) will no longer remove to Action/Modifer/Sequence postfix.\n- Fixed an issue where automatic save path for enums and event channels saved the file name into the save path settings and caused an infinite loop when saving the next file.\n- Remove erroneous references to Muse in the API docs.\n- Improved Undo support for editing Behavior Agent on a GameObject.\n- Adding a Run In Parallel node and its various types from the branch dialog will set the correct mode.\n- Subassets of Graph and Blackboard will have their names track more correctly with the main asset.\n- BehaviorWindow will now close during autosave if its asset is invalid.\n\n### Known Issues\n- Deleting a behavior graph asset while the window is open can cause the graph editor window to be stuck and the user will need to reset their layout to get rid of it.\n- Runtime serialization of nodes in user assemblies don't serialize some properties correctly.\n- Editing fields in Run Subgraph node with subgraph representation doesn’t update the inspector values."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.7","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.14","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"fbb071b45f811840b4181a70083236ddf83b68cf","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.7.tgz"}},"1.0.6":{"_upm":{"changelog":"### Added\n- Search popups will show paths for items when a search query was given. A tooltip will be shown when hovered on the path text in case it's truncated.\n- Project settings option to set the save locations for nodes, conditions, enums and event channels.\n- Fields with an asset assigned to them will ping the item on click and select the item on double click.\n- Behavior window will no longer block Shift+Space shortcut to maximize the window when docked.\n\n### Changed\n- Reduce GC allocations related to condition nodes `CheckConditions`.\n- Reduce GC allocations related to condition nodes `Evaluate` where we know the type of the object we're comparing.\n- Changed single quotation marks in dialogues to double quotation marks.\n- Changed single quotation marks in node tooltips to double quotation marks.\n- Changed single quotation marks in logs to double quotation marks.\n- Allow selecting a ScriptableObject from the Assets without having to make a blackboard variable.\n\n### Fixed\n- Fixed the graph asset not being reloaded on window focus if changed externally.\n- Event channel generation will correctly add the relevant namespaces for variables added.\n- Save location wasn't correctly remembering the last location saved.\n- Behavior Graph Agent Inspector should no longer shows unexposed variables during play mode.\n- RuntimeBlackboardAsset will correctly save its variables on entering play mode and reset them on exiting play mode.\n- Fixed choosing an enum value from a blackboard variable dropdown not mapping correctly to assigned enum values.\n- A small hang when debugging if a graph's view was enabled & disabled many times.\n- When debugging the first click when selecting an agent failed.\n- The Abort node now checks its OnStart condition to prevent the child from being interrupted during the next OnUpdate evaluation."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.6","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.11","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"3ecaa7a429f6c51c095ae13f01a2426f4bac20c4","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.6.tgz"}},"1.0.5":{"_upm":{"changelog":"### Changed\n- Conditional Branch node will log a warning in `UNITY_EDITOR` if it has no child to run. This can be safely ignored if intentional.\n\n### Fixed\n- `Repeat While (RepeatWhileCondition.cs)` node will correctly start its conditions before checking them, and will not wait forever if its children finished on the same frame.\n- Conditional Branch node will no longer throw exceptions if there is no child set."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.5","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.11","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"7095e0b73b9752dd2fcd849ac7243643420c5fb0","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.5.tgz"}},"1.0.4":{"_upm":{"changelog":"### Added\n\n### Changed\n- Updated AppUI dependency to `\"2.0.0-pre.11`.\n- Label displaying the graph description text removed from the subgraph node inspector.\n- Increased variable link search view width a bit and increase the text's width in the search options.\n- Changed the output location of IL2CPP link files so as to not pollute the Assets directory.\n- If a NavMeshAgent is available, the Patrol node now uses its speed to feed the animator's speed parameter.\n- Set `BehaviorGraphAgentEditor`'s `editorForChildClasses` to `true` in its `CustomEditor` property and added a call to `DrawPropertiesExcluding` in `OnInspectorGUI`.\n\n### Fixed\n- Fixed node wizard validation step not accepting other character sets than ASCII in variable names.\n- Fixed Event Channel wizard not filling in types for variables with a matching name on the Blackboard when editing the event message.\n- Fixed Event Channel wizard NodeUI preview not applying the correct margin styles on the message label.\n- Removed additional \"New\" from the variable name when creating a new Event Channel or Enum variable on the Blackboard.\n- Fixed an issue where the Blackboard would be reloaded when opening the asset searcher on a variable asset field.\n- Fixed not assigned EventChannels not generating local instances by BehaviorGraphAgent when the BlackboardVariable was part of a BlackboardReference.\n- Fixed blackboard variables added through the subgraph story representation having extra spaces between words.\n- Deleting a Blackboard Asset will correctly remove references in other graphs and unset variable links that reference its variables.\n- ComponentToComponentBlackboardVariableCaster now checks the source object type for polymorphic type before using GetComponent.\n- Pressing Spacebar in the graph to open the search menu will no longer throw an exception if using InputSystem with no Mouse support.\n- Navigate and Patrol actions will correctly check for null and not throw an exception due to incorrect use of ReferenceEquals.\n- Fixed a runtime type construct serialization issue, where a types with multiple generic components were failing.\n- Fixed FindClosestWithTagAction condition that was preventing the node to be executed when a null target was provided.\n- Fixed PlayAudioAction nullreference when the pooling was attempting to release an AudioSource that has already been destroyed.\n- Adds runtime serialization support to Switch and Patrol node.\n- Fixed runtime serialization support for MathTypesCastBlackboardVariables.\n- BlackboardVariables from added Blackboard Assets that can be cast to a field weren't shown as link options.\n- Fixed an issue in Conditions causing linked variables blackboard asset prefix to be removed when using the graph.\n- Fixed both Blackboard.SetVariableValue api's to allow for setting a variable via an object.\n- Cooldown node will correctly initialize its wait time and won't block graph execution while waiting.\n- Being unable to zoom in the graph after opening another graph with the Open button."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.4","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription, although optional, provides a powerful addition for those looking to accelerate their development process.\n\nA demo showcasing this package can be found in the Asset Store <a href=https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313>https://assetstore.unity.com/packages/templates/tutorials/behavior-demo-for-unity-298313</a>.","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.11","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"8dcee142222ef21762ec8ada3020408f2705e0a0","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.4.tgz"}},"1.0.3":{"_upm":{"changelog":"### Added\n- TriggerEvent now logs message when EventChannel is not assigned.\n- Added MakeSceneActive option to LoadLevel node for Additive mode. \n- Added new UI visualization for Shared blackboard variables.\n\n### Changed\n- Improved logging details when an exception is raised about an invalid node transformer.\n- Added logging on domain reload when any node BlackboardVariable is found that doesn't have the [SerializeReference] attribute.\n- Added logging on domain reload when any Composite field of type Node is found that doesn't have the [SerializeReference] attribute.\n- Added missing Switch node inspector.\n- Fixed Shared Blackboard Variable causing a stack overflow in case it was referencing itself.\n- Fixed invalid generation of Shared Blackboard Variable on the source runtime blackboard asset.\n- Blackboard variable Exposed and Shared values can now be toggled on and off from the variable instead of right-clicking. \n- Changed variable renaming to trim out any leading or trailing whitespace. \n- The branch generation correction feature has been disabled for backend related issues.\n\n### Fixed\n- Fixed dynamic subgraph not initializing local event channels.\n- Fixed dynamic subgraph overriding shared blackboard variables.\n- Fixed static subgraphs not passing down same type component variables properly.\n- Fixed audio resources being able to be passed into an audio clip link field when they shouldn't be.\n- Fixed any component being able to be passed into any component link field instead of only when it's a subclass.\n- Fixed cast variable types not working correctly in subgraphs.\n- Fixed subgraph blackboard variables not marked as exposed showing in parent graph node inspector.\n- Fixed a bug where StartOnEvent node (Restart mode) would only execute the first node of a sequence after restarting in case it was restarted by a TriggerEvent node on the same frame.\n- Fixed an issue with node wizard preview not displaying when typed variable fields were added.\n- Fixed Muse branch generation correction deleting the previously generated branch if a valid output failed to be generated.\n- Fixed placeholders not generating properly with generative AI.\n- Fixed top and bottom lines of edge where the end is above the start not being selectable.\n- Fixed Blackboard editor not syncing with changes from graph when the graph default blackboard was being edited.\n- Fixed nullref exception caused by renaming a type serialized in a Blackboard Variable.\n- Fixed blackboard and graph editor toolbar height changing on smaller window sizes."},"unity":"6000.0","samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"unityRelease":"16f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.3","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription is completely optional, providing a powerful addition for those looking to accelerate their development process. ","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.10","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"d6f162ad4429129883e98eed74a32bc1985c8f69","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.3.tgz"}},"1.0.2":{"_upm":{"changelog":"### Added\n- Tooltip to display the variable type name on story editor dropdowns.\n\n### Changed\n- Nodes that generate their own children (for example Switch and Flow nodes with named ports) will auto align their children better than before.\n- Condition context menu will show \"Inspect Script\" instead of \"Edit Script\" when opened for a built-in condition.\n- Switch Node: Removed the warnings about no connected child during operation to avoid spamming the log.\n\n### Fixed\n- Text truncate issues on story editor dropdown elements.\n- Blackboard variables from added blackboard assets can now be dragged and dropped onto fields in nodes.\n- Fixed `CheckCollisionsInRadiusAction` failling to assign collided object if the BBV value was null.\n- Nodes with inherited named children (i.e. Node connections) weren't showing the base class' nodes.\n- Fixed Event Channel variables not appearing in link searches for non-event nodes.\n- Fixed the Self variable not working in Dynamic Subgraphs."},"unity":"6000.0","upmCi":{"footprint":"5dafc971d03f43c26202698f9e33e5da8bf1dd7d"},"samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.ai.designer-monorepo.git","type":"git","revision":"2ba41fdb9f860b8d796d6385da6f92e127582466"},"unityRelease":"16f1","relatedPackages":{"com.unity.behavior.tests":"1.0.2"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.2","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription is completely optional, providing a powerful addition for those looking to accelerate their development process. ","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.10","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"5ea1c9ffc2df12c006054c89de8706c8d6fc5a77","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.2.tgz"}},"1.0.1":{"_upm":{"changelog":"### Fixed\n- Fixed an issue with the LinkField search menu popup element causing an exception on Event nodes.\n- Set variable value didn't save the value if it was a cast blackboard variable.\n- Text alignment for conditions in the inspector will now center correctly.\n- Added missing space in variable comparison condition text."},"unity":"6000.0","upmCi":{"footprint":"60dbbe80a8c837f45f7df6d8d33a721d1902db83"},"samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.ai.designer-monorepo.git","type":"git","revision":"36d916ec6f10782752b7c2ce7f42aaacd8b29167"},"unityRelease":"16f1","relatedPackages":{"com.unity.behavior.tests":"1.0.1"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.1","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription is completely optional, providing a powerful addition for those looking to accelerate their development process. ","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.10","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"8a27c8083ac953b207e6853fd2b797bc55c01298","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.1.tgz"}},"1.0.0":{"_upm":{"changelog":"### Added\n- PlayParticleSystem node can now assign the spawned object to InstantiatedObject.\n- Conditions can now reference the GameObject associated with the graph.\n- Updated the vector LinkField UI to new improved design.\n\n### Changed\n- Renamed `Unity Serialization Example` to `Runtime Serialization` and `Serialization` `MonoBehaviour` class to `SerializationExampleSceneController`.\n\n### Fixed\n\n- Switch enum child ports weren't interacting correctly after editing the enum while the graph is open."},"unity":"6000.0","upmCi":{"footprint":"7ba8ba94da3397fc893ad1115586d33773007c8f"},"samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A small example showing how to serialize and deserialize the active state of a behavior tree at runtime.","displayName":"Runtime Serialization"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.ai.designer-monorepo.git","type":"git","revision":"802705b8d8744dac683df1022e862aed206543e2"},"unityRelease":"16f1","relatedPackages":{"com.unity.behavior.tests":"1.0.0"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.0","displayName":"Behavior","description":"Unity Behavior is a graph-based tool to create and run behavior trees. Besides including a comprehensive library of pre-built nodes, the interface provides node customization options and real-time debugging. While fully functional on its own, a Unity Muse subscription enhances your experience by using large language models (LLM) to generate behavior trees from text prompts and create code for custom action nodes. This subscription is completely optional, providing a powerful addition for those looking to accelerate their development process. ","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.10","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"496fe7222e709aaa1fbba9481911b7121b9c5f24","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.0.tgz"}},"1.0.0-pre.1":{"_upm":{"changelog":"### Added\n- BlackboardVariable support for various Resource types.\n- BlackboardVariables of type UnityEngine.Object can now have an embedded value in their field (previously needed to set it in the GameObject's inspector).\n- Added new behaviors to StartOnEvent node (Default, Restart, Once).  \n- Blackboard assets can now be created through the Project view Create menu.\n- Added serialization/deserializatioon support for graph, blackboard and node values to JSON. Added demonstation sample.\n- Allow using `TooltipAttribute` on BlackboardVariables to display a tooltip.\n- Can now right click on a Blackboard Variable to copy its GUID.\n- Can now right click on a Blackboard Variable to copy its GUID.\n- Inspector will now display an inspection of the behavior graph, when nothing else is being selected.\n- The Story button on the editor toolbar has been removed, and the graph's subgraph representation can now be edited through the Inspector.\n- Transform Blackboard Variable type to the default blackboard options.\n- Can add Blackboard references to graphs.\n- Shared variables that are shared between instances of the same graph.\n- Run Subgraph node combines now two nodes, a static Run Subgraph and the new Run Subgraph Dynamic, which can be used to run graphs dynamically on runtime.\n- Subgraph variables can now be added on the Blackboard.\n- Adds new built-in nodes\n- Transform Blackboard Variable type to the default blackboard options.\n- Can add Blackboard references to graphs.\n- Shared variables that are shared between instances of the same graph.\n- Run Subgraph node combines now two nodes, a static Run Subgraph and the new Run Subgraph Dynamic, which can be used to run graphs dynamically on runtime.\n- Subgraph variables can now be added on the Blackboard.\n\n### Changed\n\n- AppUI dependency updated to 2.0.0-pre.6.\n- Blackboard, Node Wizard and Condition Wizard now use a search window for variables.\n- Removed variable icons.\n- Creation wizards fields will be automatically focused when shown.\n- Replaced icons for behavior graph agent and the graph asset with new designs.\n- Updated node filenames and class names to have appropriate postfixes.\n- Replaced all mouse events & usages to pointer events.\n- Updated MoveToLocation and MoveToTarget logic for slowing down as target reached to use a distance from target instead of Min(Speed, Distance);\n- Updated blackboard variable field assignment to support implicit casting between GameObject and components, components and GameObjects as well as components of different types.\n- Moved existing built-in nodes to package namespace\n- Updated built-in nodes categories\n- Merged Repeat nodes into a single node.\n- Merged Run in Parallel nodes into a single node.\n- Updated all tutorial images to be JPEG intead of PNG for a significant memory saving.\n- Start node repeat field is no longer a link field.\n\n### Fixed\n\n- Disabled inspector buttons for editing the definitions of built-in nodes.\n- Inspector showing buttons for editing the definitions of built-in nodes.\n- Fixed custom node definition editing not cleaning up existing properties.\n- Crashes on Domain reload caused by OnAssetsSave().\n- Performance when dragging nodes around a graph.\n- Fixed newly created Conditions not being automatically added to the selected Conditional node.\n- Fixed RepeatWhile node behaving like a do while.\n- Conditions not getting copied properly when a conditional node was duplicated.\n- Fixed navigation nodes sometimes stalling after being called successively.\n- Fixed click events going through to elements underneath search menu items.\n- Sequence insertion indicator didn't render at the correct width when dragging a node on top of a node then moving the mouse ontop of another node.\n- Multiple instances of graphs being kept in memory when processed on save.\n- Fixed pressing delete on an empty graph adding unnecessary command.\n- Inheriting from another Node will correctly display the inherited Blackboard Variables.\n- Fixed Graph Editor title blocking interaction with Open and Debug buttons.\n- Crashes on Domain reload caused by OnAssetsSave().\n- Fixed asset name in graph editor not updating when asset name changed on disc.\n- Fixed newly created Conditions not being automatically added to the selected Conditional node.\n- Fixed RepeatWhile node behaving like a do while.\n- Conditions not getting copied properly when a conditional node was duplicated.\n- Fixed navigation nodes sometimes stalling after being called successively.\n- Fixed click events going through to elements underneath search menu items.\n\n### Known Issues\n- Clearing a node field, saving and reverting the asset in source control does not restore the field value.\n- PlayParticleSystem internal pooling does not support runtime deserialization."},"unity":"6000.0","upmCi":{"footprint":"89788cb2984010fa52ceba18ab38a343ce7cc47d"},"samples":[{"path":"Samples~/Example","description":"A simple Behavior example.","displayName":"Unity Behavior Example"},{"path":"Samples~/Serialization","description":"A simple serialization example.","displayName":"Unity Serialization Example"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.ai.designer-monorepo.git","type":"git","revision":"90e6000228f65dce55838d745587bd46fa25e5dc"},"unityRelease":"16f1","relatedPackages":{"com.unity.behavior.tests":"1.0.0-pre.1"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.behavior@1.0/manual/index.html","name":"com.unity.behavior","version":"1.0.0-pre.1","displayName":"Behavior","description":"An early stage graph tool for authoring and running behavior trees. With the Unity Muse subscription, you can use LLM to generate behavior trees from text prompts and create code for new action nodes. ","keywords":["ai","behaviour trees"],"dependencies":{"com.unity.burst":"1.7.2","com.unity.dt.app-ui":"2.0.0-pre.10","com.unity.modules.ai":"1.0.0","com.unity.collections":"2.1.4","com.unity.modules.audio":"1.0.0","com.unity.modules.animation":"1.0.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0","com.unity.modules.unitywebrequest":"1.0.0"},"dist":{"shasum":"1dc6ace6a5e230e483fccc602ed5fe9209dfc4de","tarball":"https://download.packages.unity.com/com.unity.behavior/-/com.unity.behavior-1.0.0-pre.1.tgz"}}},"time":{"1.0.16":"2026-05-28T21:34:10.388Z","1.0.15":"2026-01-30T15:29:06.384Z","1.0.14":"2025-12-18T07:49:20.683Z","1.0.13":"2025-10-23T14:06:57.681Z","1.0.12":"2025-07-28T16:27:11.078Z","1.0.11":"2025-06-11T13:16:21.781Z","1.0.10":"2025-05-22T13:01:23.187Z","1.0.9":"2025-04-14T13:15:40.237Z","1.0.8":"2025-02-03T18:57:11.056Z","1.0.7":"2024-12-20T14:35:49.404Z","1.0.6":"2024-11-21T13:36:53.651Z","1.0.5":"2024-11-08T15:38:43.285Z","1.0.4":"2024-11-07T17:04:11.844Z","1.0.3":"2024-10-14T14:18:56.000Z","1.0.2":"2024-09-20T20:39:50.716Z","1.0.1":"2024-09-18T19:12:07.772Z","1.0.0":"2024-09-17T17:16:41.127Z","1.0.0-pre.1":"2024-09-13T19:00:37.000Z"},"dist-tags":{"latest":"1.0.16"},"etag":"\"13d63-+hz+k2i1SD4KL74mME5HX5ltFq4\""}