Behavior Groups

A Behavior Group is a component that controls a collection of State Behaviors according to a Boolean condition. The state is set or unset depending on certain conditions, which depend on the implementation of the behavior group and can be very diverse. When the behavior group is active or set, it will perform certain actions. Those actions are called State Behaviors, Step Behaviors, or simply Behaviors and are usually reversible as the behavior group gets deactivated.

For example, imagine a behavior group based on the visibility condition of the pointing hand of our tutorial. When the pointer becomes visible, we want to fade in the Canvas Group hosting the pointer image; and fade it out once it's hidden. This is done by adding a Canvas Group Alpha Behavior to the behavior group.

The base class for all behavior groups is TutorialStateBehaviorGroupBase.

There are several components with "Add Behavior" buttons, but most of those simply refer to Unity components, not state behaviors as it was described. The "Add Behavior" buttons only refer to state behaviors only if there's a behavior group involved.