Merge BT debugging docs into 'Creating BT' chapter
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.. _create_tree::
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Creating your own Behavior Trees
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Creating Behavior Trees
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=======================
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This chapter describes how to create and debug behavior trees.
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Add a Behavior Tree to an agent
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-------------------------------
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Follow these steps to add a behavior tree to a new or existing agent:
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1. Make a scene file for your agent, or open an existing scene.
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2. Add a :ref:`BTPlayer<class_BTPlayer>` node to your scene.
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3. Select :ref:`BTPlayer<class_BTPlayer>`, and create a new behavior tree in the inspector.
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4. Optionally, you can save the behavior tree to a file using the property's context menu.
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5. Click the behavior tree property to open it in the LimboAI editor.
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Debugging Behavior Trees
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------------------------
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In Godot Engine, follow to "Bottom Panel > Debugger > LimboAI" tab. With the LimboAI debugger,
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you can inspect any currently active behavior tree within the running project. The debugger can be detached
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from the main editor window, which can be particularly useful if you have a HiDPI or a secondary display.
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.. _debugging:
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Debugging Behavior Trees
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========================
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In Godot Engine, follow to "Bottom Panel > Debugger > LimboAI" tab. With the LimboAI debugger,
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you can inspect any currently active behavior tree within the running project. The debugger can be detached
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from the main editor window, which can be particularly useful if you have a HiDPI or a secondary display.
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LimboAI Documentation
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=====================
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About
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-----
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**LimboAI** is an open-source C++ module for **Godot Engine 4** providing a combination of
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**Behavior Trees** and **State Machines** for crafting your game’s AI. It comes with a
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behavior tree editor, built-in documentation, visual debugger, and more! While
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behavior-trees/custom-tasks
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behavior-trees/using-blackboard
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behavior-trees/accessing-nodes
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behavior-trees/debugging
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.. toctree::
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:hidden:
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