# Action Reference

Here is a reference built-in Action of BehaviourTree.

## Agent
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./agentescapefromposition.html">
AgentEscapeFromPosition
</a></td>
<td>
Move the Agent to escape from Target.
</td>
</tr>
<tr>
<td><a href="./agentescapefromtransform.html">
AgentEscapeFromTransform
</a></td>
<td>
Move the Agent to escape from Target.
</td>
</tr>
<tr>
<td><a href="./agentmoveonwaypoint.html">
AgentMoveOnWaypoint
</a></td>
<td>
Move the Agent along the Waypoint.
</td>
</tr>
<tr>
<td><a href="./agentmovetoposition.html">
AgentMoveToPosition
</a></td>
<td>
Move Agent so that it approaches Target.
</td>
</tr>
<tr>
<td><a href="./agentmovetotransform.html">
AgentMoveToTransform
</a></td>
<td>
Move Agent so that it approaches Target.
</td>
</tr>
<tr>
<td><a href="./agentpatrol.html">
AgentPatrol
</a></td>
<td>
To patrol the vicinity of the specified location.
</td>
</tr>
<tr>
<td><a href="./agentstop.html">
AgentStop
</a></td>
<td>
Stop the Agent
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   agentescapefromposition
   agentescapefromtransform
   agentmoveonwaypoint
   agentmovetoposition
   agentmovetotransform
   agentpatrol
   agentstop
```


## Audio
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./playsound.html">
PlaySound
</a></td>
<td>
Play AudioSource.
</td>
</tr>
<tr>
<td><a href="./playsoundatpoint.html">
PlaySoundAtPoint
</a></td>
<td>
Play the sound at the specified point.
</td>
</tr>
<tr>
<td><a href="./playsoundattransform.html">
PlaySoundAtTransform
</a></td>
<td>
Play the sound at the specified Transform position.
</td>
</tr>
<tr>
<td><a href="./stopsound.html">
StopSound
</a></td>
<td>
Stop AudioSource.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   playsound
   playsoundatpoint
   playsoundattransform
   stopsound
```


## BehaviourTree
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./subbehaviourtree.html">
SubBehaviourTree
</a></td>
<td>
Play a child hierarchy Behavior Tree
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   subbehaviourtree
```


## GameObject
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./activategameobject.html">
ActivateGameObject
</a></td>
<td>
It will switch the active GameObject.
</td>
</tr>
<tr>
<td><a href="./destroygameobject.html">
DestroyGameObject
</a></td>
<td>
It will remove the GameObject.
</td>
</tr>
<tr>
<td><a href="./instantiategameobject.html">
InstantiateGameObject
</a></td>
<td>
GameObject the searches in the tag and then stored in the parameter.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   activategameobject
   destroygameobject
   instantiategameobject
```


## StateMachine
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./substatemachine.html">
SubStateMachine
</a></td>
<td>
Play a child hierarchy ArborFSM.
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   substatemachine
```


## Classes
<table border="1" class="docutils">
<tbody valign="top">
<tr>
<td><a href="./wait.html">
Wait
</a></td>
<td>
Wait for the passage of time
</td>
</tr>
</tbody>
</table>

```eval_rst
.. toctree::
   :hidden:

   wait
```


