The Behavior Editor is composed of two categories: Actions and Decisions. Before we start creating a Behavior Tree, we have to think of the behavior we expect from the agent. Then, we must prioritize some actions above the others. This is achieved by adding at the top of the tree the most critical of the actions, and adding down the less critical.
For instance: taking cover is more important than reloading. First aids is more important than reloading, but not as quite as important as taking cover, but almost. Moving is the less important of all.
Patrol and Seek
(Legacy System Animation)
Patrol and Seek
(Mecanim Animation)