Has there been any performance testing of StateTree vs BehaviorTree?

I’m considering switching my AI from BT to ST given my AI are extremely simple. Basically go to player, if in attack range and facing target, then attack. Rinse repeat. Has anyone done any performance testing of ST to see how it stacks up against BT? My initial assumption is that ST performs better based off a few vague posts around the web, but I haven’t seen anything concrete.

Did my own testing and as long as you’re careful not to abuse tick transitions and evaluators it performs significantly better. Especially the initialization behavior as spawning in an AI with behavior tree is incredibly slow. Be sure to use Tools > Debug > Visual Logger to check your StateTree! They should not be ticking constantly!

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