I don't see anything that lets me get the "Value" property. It's not visible in that image, but I do have both of these at the top: using BehaviorDesigner; using BehaviorDesigner.RunTime.Tasks; Edit: Never mind - I just realized you said to change the importance variable, not the behavior tree variable ThirstImportance. Sorry, it does work. Thanks. @opsive Edit: How do I know what order a sequencer plays its subsequent tasks in? Also, is there any way to make these somewhat modular? As you can see, I'm doing basically the same thing four times...if I were passing in a variable to a method I could use the same method four times, but I'm not sure how to do that with Behavior Designer. Additionally, I created an empty GO and added a behavior manager script to it. However, it does not become enabled when I play the scene. What should I do to fix this? Overall I'm trying to compare the importance values. I was planning to have a conditional after those 4 do that, but I'm not really sure how to do that. Can you give any advice? I tried to take a look at the example scenes on your website but when loading any of them there are errors and scripts don't seem to be attached properly to the GOs. I'm running Unity 2017.2.