limboai
Skill870 starsChanged 22 days agoMITView on GitHub
Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard
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The file
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- Very specific: line 32
No plugin toggle: there is no plugin.cfg — the extension registers its editor plugin itself once the project reloads.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
LimboAI
Related skills: ai-navigation for movement the tasks drive, state-machine for core-engine FSM (when you don't need an addon), godot-brainstorming for choosing an AI approach.
Addon: LimboAI · version
v1.8.0· Godot 4.6+ (GDExtension) · MIT · source: https://github.com/limbonaut/limboai · written in C++ (GDExtension; engine-module build also available). GDExtension exposes GDScript; C# requires the module build (not GDExtension in v1.8.0), and the v1.8.0 module build targets Godot 4.7.
1. When to use LimboAI
| Approach | Best for |
Core-engine FSM (state-machine skill) | Simple agents, < 5 states, no addon |
| Beehave (GDScript addon) | Lightweight BT, GDScript-only projects |
| LimboAI | BT and HSM together, visual editor, C++ performance, C# support (module build) |
Choose LimboAI when you need a behavior tree with a polished visual debugger, want to combine it with a hierarchical state machine (BTState bridges them), or need C++ task execution speed. Note: LimboAI v1.8.0 requires Godot 4.6+; on 4.3 the matching line is 1.2.0–1.3.x, whose API this skill does not cover. For a simpler GDScript-only behavior tree, Beehave is a lighter alternative. For plain state machines without a BT, use the built-in state-machine skill instead.
2. Install & setup
GDExtension (recommended — no custom engine)
- Godot AssetLib → search "LimboAI" → Download → Reload project.
Or download from GitHub Releases and placeaddons/limboai/inres://addons/limboai/. - No plugin toggle: there is no
plugin.cfg— the extension registers its editor plugin itself once the project reloads. - The
.gdextensionmanifest ships atres://addons/limboai/bin/:
[configuration]
entry_symbol = "limboai_init"
compatibility_minimum = "4.2"
[libraries]
windows.debug.x86_64 = "res://addons/limboai/bin/liblimboai.windows.editor.x86_64.dll"
windows.release.x86_64 = "res://addons/limboai/bin/liblimboai.windows.template_release.x86_64.dll"
linux.debug.x86_64 = "res://addons/limboai/bin/liblimboai.linux.editor.x86_64.so"
linux.release.x86_64 = "res://addons/limboai/bin/liblimboai.linux.template_release.x86_64.so"
macos.debug = "res://addons/limboai/bin/liblimboai.macos.editor.framework"
macos.release = "res://addons/limboai/bin/liblimboai.macos.template_release.framework"
# ... (additional platform entries for linux arm64/rv64, android, iOS, web)GDExtension limitations: the LimboAI task palette shows no documentation tooltips (module-only in v1.8.0). The BBParam property editor was ported to GDExtension in 2025, although the docs still list it as missing. C# needs the module build (below).
Module version (C# or full editor integration)
Download pre-compiled editor + export templates from GitHub Releases. Requires the custom engine for export. v1.8.0 module builds are based on Godot 4.7 (GDExtension supports 4.6+). The module build ships a NuGet package for C#:
# Add local NuGet source to your project:
# dotnet nuget add source path/to/nupkgs --name LimboNugetSource3. Behavior trees
A BehaviorTree resource holds the task tree. BTPlayer runs it each physics frame (or idle/manual). Add BTPlayer as a child of the agent node and assign a BehaviorTree resource.
GDScript
# EnemyAI.gd — assign behavior_tree in the Inspector or here
extends CharacterBody2D
@onready var bt_player: BTPlayer = $BTPlayer
func _ready() -> void:
# BTPlayer starts executing automatically (active = true by default).
# updated(status) fires after every tree update, not only when it finishes.
bt_player.updated.connect(_on_bt_updated)
func _on_bt_updated(status: int) -> void:
if status == BT.SUCCESS:
# A finished tree starts over on the next update by itself; stop it instead.
bt_player.active = falseC#
// EnemyAI.cs
using Godot;
public partial class EnemyAI : CharacterBody2D
{
[Export] private BTPlayer _btPlayer;
public override void _Ready()
{
_btPlayer.Updated += OnBtUpdated;
}
private void OnBtUpdated(long status) // int signal args are long in C#
{
if (status == (long)BT.Status.Success)
_btPlayer.Active = false; // a finished tree starts over on its own
}
}BTPlayer.UpdateMode controls when the tree ticks: IDLE (every _process), PHYSICS (every _physics_process, default), or MANUAL (call bt_player.update(delta) yourself).
4. Custom tasks
Subclass BTAction (multi-tick work) or BTCondition (immediate check). Annotate with @tool so _generate_name() and _get_configuration_warnings() work in the editor. Place scripts under res://ai/tasks/; subfolders become task categories.
GDScript
@tool
extends BTAction
## Moves the agent toward a blackboard position each tick.
@export var target_pos_var: StringName = &"target_pos"
@export var speed: float = 200.0
func _generate_name() -> String:
return "MoveToward %s" % LimboUtility.decorate_var(target_pos_var)
func _setup() -> void:
pass # one-time init; agent and blackboard are available here
func _enter() -> void:
pass # called when task transitions from non-RUNNING → RUNNING
func _tick(delta: float) -> Status:
var target: Vector2 = blackboard.get_var(target_pos_var, Vector2.ZERO)
if agent.global_position.distance_to(target) < 5.0:
return SUCCESS
agent.velocity = agent.global_position.direction_to(target) * speed
agent.move_and_slide()
return RUNNING
func _exit() -> void:
pass # cleanup after SUCCESS or FAILURE@tool
extends BTCondition
## Returns SUCCESS if the agent is within range of a target node.
@export var target_var: StringName = &"target"
@export var distance_max: float = 150.0
var _max_sq: float
func _setup() -> void:
_max_sq = distance_max * distance_max
func _tick(_delta: float) -> Status:
var target = blackboard.get_var(target_var, null) # untyped: see §5
if not is_instance_valid(target):
return FAILURE
var in_range: bool = agent.global_position.distance_squared_to(
target.global_position) <= _max_sq
return SUCCESS if in_range else FAILUREC#
// MoveTowardTask.cs — place in res://ai/tasks/
using Godot;
[Tool]
public partial class MoveTowardTask : BTAction
{
[Export] public StringName TargetPosVar { get; set; } = "target_pos";
[Export] public float Speed { get; set; } = 200f;
public override string _GenerateName() =>
$"MoveToward {LimboUtility.DecorateVar(TargetPosVar)}";
public override void _Setup() { }
public override void _Enter() { }
public override Status _Tick(double delta)
{
var target = (Vector2)Blackboard.GetVar(TargetPosVar, Vector2.Zero);
var body = (CharacterBody2D)Agent;
if (body.GlobalPosition.DistanceTo(target) < 5f)
return Status.Success;
body.Velocity = body.GlobalPosition.DirectionTo(target) * Speed;
body.MoveAndSlide();
return Status.Running;
}
public override void _Exit() { }
}// InRangeCondition.cs
using Godot;
[Tool]
public partial class InRangeCondition : BTCondition
{
[Export] public StringName TargetVar { get; set; } = "target";
[Export] public float DistanceMax { get; set; } = 150f;
private float _maxSq;
public override void _Setup() => _maxSq = DistanceMax * DistanceMax;
public override Status _Tick(double delta)
{
var target = Blackboard.GetVar(TargetVar, default(Variant)).As<Node2D>();
if (!GodotObject.IsInstanceValid(target))
return Status.Failure;
var agent2D = (Node2D)Agent;
bool inRange = agent2D.GlobalPosition.DistanceSquaredTo(
target.GlobalPosition) <= _maxSq;
return inRange ? Status.Success : Status.Failure;
}
}Task lifecycle: _setup() once before first tick → _enter() when status transitions from non-RUNNING → _tick(delta) every execution → _exit() after SUCCESS or FAILURE.
5. Blackboard
The Blackboard is a RefCounted key/value store shared by all tasks in a tree. Use StringName keys (&"key") and export them as task properties so the inspector shows a picker.
GDScript
@tool
extends BTAction
@export var speed_var: StringName = &"speed"
@export var target_var: StringName = &"target"
func _tick(delta: float) -> Status:
# Read with a default; use no type annotation for object vars
# to avoid errors if the stored instance was freed.
var speed: float = blackboard.get_var(speed_var, 100.0)
var obj = blackboard.get_var(target_var, null)
if not is_instance_valid(obj):
return FAILURE
# Write back
blackboard.set_var(speed_var, speed * 1.1)
return RUNNINGC#
// C# has no generic GetVar<T> — cast the returned Variant.
using Godot;
[Tool]
public partial class SampleTask : BTAction
{
[Export] public StringName SpeedVar { get; set; } = "speed";
[Export] public StringName TargetVar { get; set; } = "target";
public override Status _Tick(double delta)
{
float speed = (float)Blackboard.GetVar(SpeedVar, 100f);
var obj = Blackboard.GetVar(TargetVar, default(Variant)).As<GodotObject>();
if (!GodotObject.IsInstanceValid(obj))
return Status.Failure;
Blackboard.SetVar(SpeedVar, speed * 1.1f);
return Status.Running;
}
}Useful Blackboard methods: has_var(name), erase_var(name), list_vars(), get_vars_as_dict(), bind_var_to_property(name, obj, prop), link_var(name, target_bb, target_name), print_state() (debug).
BlackboardPlan defines the variable schema (types, defaults, hints) and is edited in the Inspector on BTPlayer or LimboHSM. Call blackboard_plan.create_blackboard(scene_root) to create a scoped Blackboard at runtime.
6. Hierarchical state machine (LimboHSM)
LimboHSM is a LimboState node that manages child LimboState nodes. Transitions fire when a state calls dispatch(event). See references/hsm.md for advanced patterns (any-state transitions, BTState, nested HSMs, guards).
GDScript — scene-tree setup
# Character.gd — scene tree: Character → LimboHSM → IdleState, MoveState
extends CharacterBody2D
@onready var hsm: LimboHSM = $LimboHSM
@onready var idle: LimboState = $LimboHSM/IdleState
@onready var move: LimboState = $LimboHSM/MoveState
func _ready() -> void:
hsm.add_transition(idle, move, idle.EVENT_FINISHED)
hsm.add_transition(move, idle, move.EVENT_FINISHED)
hsm.initialize(self)
hsm.set_active(true)C# — scene-tree setup
// Character.cs
using Godot;
public partial class Character : CharacterBody2D
{
[Export] private LimboHsm _hsm; // C# name of LimboHSM
[Export] private LimboState _idle;
[Export] private LimboState _move;
public override void _Ready()
{
_hsm.AddTransition(_idle, _move, _idle.EVENTFINISHED);
_hsm.AddTransition(_move, _idle, _move.EVENTFINISHED);
_hsm.Initialize(this);
_hsm.SetActive(true);
}
}GDScript — state script
# IdleState.gd
extends LimboState
func _setup() -> void:
pass # agent and blackboard available; runs once during hsm.initialize()
func _enter() -> void:
agent.get_node("AnimationPlayer").play("idle")
func _exit() -> void:
pass
func _update(delta: float) -> void:
if Input.get_vector(&"ui_left", &"ui_right", &"ui_up", &"ui_down").length() > 0.1:
dispatch(EVENT_FINISHED)C# — state script
// IdleState.cs
using Godot;
public partial class IdleState : LimboState
{
public override void _Setup() { }
public override void _Enter()
{
Agent.GetNode<AnimationPlayer>("AnimationPlayer").Play("idle");
}
public override void _Exit() { }
public override void _Update(double delta)
{
if (Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down").Length() > 0.1f)
Dispatch(EVENTFINISHED);
}
}Implementation checklist
BTPlayeradded as a child of the agent;behavior_treeresource assigned- Custom tasks annotated with
@tool(GDScript) or[Tool](C#) for editor display - Every
_tickreturnsSUCCESS,FAILURE, orRUNNING— nevervoid/null - Blackboard keys documented as exported
StringNameproperties (suffix_var) - C# Blackboard reads cast the
Variantexplicitly ((float)Blackboard.GetVar(...)) - C# uses module build (not GDExtension) for C# support
BTPlayer.updatedsignal used (not deprecatedbehavior_tree_finished)- HSM: all
LimboStatenodes wired withadd_transitionbeforeinitialize() - HSM:
set_active(true)called afterinitialize() - HSM transitions are exhaustive — every reachable state has an exit path
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