# Beehave

Use when using the Beehave addon, pure-GDScript behavior trees with composites...

- Repository: https://github.com/jame581/GodotPrompter (914 stars)
- Category: Engineering
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add jame581/GodotPrompter --skill beehave -g -a claude-code -y`
Codex: `npx skills add jame581/GodotPrompter --skill beehave -g -a codex -y`
Cursor: `npx skills add jame581/GodotPrompter --skill beehave -g -a cursor -y`
Gemini CLI: `npx skills add jame581/GodotPrompter --skill beehave -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add jame581/GodotPrompter`

## Description

Use when using the Beehave addon, pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# Beehave

> **Related skills:** **ai-navigation** for the movement leaves drive, **state-machine** for core-engine FSM, **limboai** for a heavier C++ BT+HSM alternative, **godot-brainstorming** for choosing an AI approach.

> **Addon:** Beehave · version `v2.9.2` · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API, this skill is GDScript-only by design).

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## 1. When to use Beehave

| Approach | Best for |
|---|---|
| Core-engine FSM (`state-machine` skill) | Simple agents, < 5 states, no addon |
| **Beehave** (GDScript addon) | Lightweight BT, GDScript-only projects, fast iteration |
| **LimboAI** | BT **and** HSM together, visual editor, C++ performance, C# support (module build) |

Choose Beehave when your project is GDScript-only, you want a behavior tree without a custom engine build, and you value a simple node-in-scene-tree authoring workflow. Beehave trees live entirely in the scene tree, every composite, decorator, and leaf is a regular `Node` child. For a heavier C++/C# solution with HSM integration, use the `limboai` skill instead. For plain state machines without a BT, use the built-in `state-machine` skill.

**C# note:** Beehave has no official C# API (zero `.cs` files in `addons/beehave/`). From C# you can call the GDScript API via Godot cross-language interop (`GetNode<Node>(...).Call("tick", actor, blackboard)`), but Beehave provides no typed C# classes.

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## 2. Install & enable

1. **Godot AssetLib** → search "Beehave" → Download → Reload project.  
   Or copy the `addons/beehave/` folder from the [GitHub release](https://github.com/bitbrain/beehave/releases) into `res://addons/beehave/`.
2. Enable the plugin: **Project → Project Settings → Plugins** → tick **Beehave**.  
   Two autoloads are registered: `BeehaveGlobalMetrics` and `BeehaveGlobalDebugger`.
3. Optional, copy `script_templates/` from the addon into the project root for leaf scaffolding templates.

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The rest: https://github.com/jame581/GodotPrompter/blob/HEAD/skills/beehave/SKILL.md
