Actions Definitions
Actions are the smallest practical building blocks in a behaviour tree.
Jobs, duties, tasks, methods, and needs all eventually resolve down to actions. That means action choice has a big effect on how believable and reliable your agents feel in the world.
This page describes the built-in action types in the V3 action collection and explains when to use them.
Actions
Idle
The agent stops movement and remains where it is.
Use this when you want a behaviour step to intentionally do nothing for a moment or when movement should be suppressed.
Pick Up
Used to equip a matching item.
Behavior summary:
- if the agent already carries a matching item, it equips that item
- otherwise it searches a very local area around the agent
- if it gets within range of the found item, it attempts to pick it up
Use this when the item should be physically acquired, not just approached.
Best practice: in most workflows, use Locate first so the agent deliberately moves to a valid target before trying to pick it up.
Drop Off
Drops a matching carried item if the agent currently has one.
Use this to return, discard, or place an item back into the world as part of a larger sequence.
Mount
Attempts to mount a compatible mountable item.
Behavior summary:
- finds a matching mount target
- moves toward a valid seat or mount point
- uses the free seat if the mount has space available
Use this for seats, benches, mounts, or similar occupancy-driven interactions.
Dismount
Removes the agent from its current mount.
If the underlying mount has dedicated dismount or mounting positions, those are used. Otherwise the link is simply cleared.
Locate
Moves the agent to the nearest matching item.
Behavior summary:
- if the agent already carries a matching item, the action can succeed immediately
- otherwise it searches for the closest valid item using the current filters
- once the agent reaches the goal location, the action succeeds
Use this when you want deterministic nearest-target behavior.
Locate Random
Moves the agent to a random matching item rather than the nearest one.
Use this when you want variety in agent behavior or when many equivalent targets exist and always choosing the nearest would look too mechanical.
Follow Route / (Reverse)
Makes the agent follow a workplace route.
Follow Route uses the authored order.
Follow Route Reverse walks the same route in reverse order.
Use these for patrols, repeated inspection loops, or structured workplace movement.
Locate in Zone 1/2
Moves the agent to the nearest matching item inside a specific workplace zone.
Use this when an action should stay constrained to a meaningful area of the workplace, such as a forge floor, storage area, or front counter.
Random Location within Zone 1/2
Moves the agent to a random valid point inside a workplace zone.
Use this for ambient movement, loose milling, or behaviors where exact object interaction is not required.
Await For Mount to be Filled
Waits while the current mount still has empty space.
This action continues returning an in-progress state until the mount is considered filled.
Use it when an agent should remain in place until a seating or occupancy condition has been met.
Location Entrance
Moves the agent to a relevant building entrance.
Which entrance is chosen depends on the action ownership mode:
WORKgoes to the workplace entranceHOMEgoes to the house entranceALLchooses based on the active behaviour type, typically work for work behaviours and home for need behaviours
Use this when you want a clean transition into or out of a building-related sequence.
Shared action node fields
Most action nodes are shaped by the same supporting fields.
Action
The built-in action type being performed.
Look
Controls how the agent should orient while performing the action.
Update Each Loop
Used when the target or evaluation should be refreshed continuously rather than treated as a one-off setup.
Item section
This is one of the most important parts of many actions.
It lets you filter by things such as:
- item name
- item type
- ownership mode
- reservation and in-use state
- slot or point-of-interest requirements
Endpoint behaviour
Controls how the end of the action should behave when the target point is reached.
Output
Used when the action should produce or hand off a specific output item or item-related result.
Choosing the right action
Use this quick rule of thumb:
- want to move to the nearest valid thing:
Locate - want variety between equivalent things:
Locate Random - want to acquire the thing:
Pick Up - want to release the thing:
Drop Off - want ambient zone movement:
Random Location in Zone - want structured workplace pathing:
Follow Route - want seating or mount interaction:
MountandDismount
Example combinations
Common action chains include:
Locate -> Pick UpLocation Entrance -> Follow RouteLocate in Zone -> Pick Up -> Location EntranceMount -> Await for Mount to be Filled -> Dismount
Medieval fantasy examples
These examples show how the built-in action types can be combined into believable town behaviors.
Blacksmith gathers coal and returns to the forge
Goal: the blacksmith fetches fuel from a supply area and returns to start work.
Suggested chain:
Locate in Zone 1Pick UpLocation Entrance
How to think about it:
- use
Zone 1for the workshop storage or fuel area - filter the item section to the coal item name or type
- use
Pick Uponly after the agent has reached the supply - use
Location Entranceif the next step in the sequence should pull the agent back toward the main work area flow
Innkeeper patrols the tavern floor
Goal: the innkeeper moves through a repeatable service route inside the workplace.
Suggested chain:
Location EntranceFollow Route
How to think about it:
- author the tavern route on the workplace
- use this for believable movement between bar, hearth, and tables
- use
Follow Route Reverseif you want the return leg to feel deliberate rather than snapping back to the start
Villager rests on a tavern bench
Goal: a tired villager goes to seating, sits, waits, and then gets up.
Suggested chain:
LocateMountAwait for Mount to be FilledDismount
How to think about it:
- use an item filter that targets the correct seat or seating object
Mounthandles the actual occupancy stepAwait for Mount to be Filledworks when the behavior should pause until the seating condition is satisfiedDismountcleanly ends the seated state
Guard patrols the village wall
Goal: the guard follows a predictable patrol loop.
Suggested chain:
Location EntranceFollow RouteFollow Route Reverse
How to think about it:
- use a workplace route that represents the patrol path
- the reverse action is useful if the patrol should double back over the same wall walk or corridor
Miller wanders within the work area while waiting for the next task
Goal: create light ambient movement so the workplace feels alive even when the agent is not handling a precise interaction.
Suggested chain:
Random Location in Zone 1IdleRandom Location in Zone 2
How to think about it:
- use zone-based random movement for believable milling around
- insert
Idlewhen you want pauses rather than constant motion - good for low-pressure work moments, guards at ease, or townsfolk loitering in a market space
Farmer grabs a tool before heading to the field
Goal: the farmer equips the correct tool and then transitions into field work.
Suggested chain:
LocatePick UpLocation Entrance
How to think about it:
- filter by the correct tool name or type
- if the agent may already carry the tool,
LocateandPick Upcan still work well because they can succeed from the carried state Location Entranceis useful as a transition out of the building and into the next workplace sequence
Recommended setup patterns
These patterns tend to work well:
- use
Locatewhen the target must be reliable - use
Locate Randomwhen the world has many equivalent props and you want variety - use zone actions when the exact item matters less than the workplace area
- combine
MountandDismountexplicitly rather than assuming seated state will clear itself - add
Idleon purpose when you want pacing, not because other actions are failing
Practical advice
If an action is not behaving as expected, check these first:
- item filters are too strict or mismatched
- ownership mode does not allow access
- no valid point of interest or slot exists
- the target is not reachable through navigation
- the world object exists, but not in the expected zone or building context