---
title: "createBranch(value:attribute:)"
framework: gameplaykit
role: symbol
role_heading: Instance Method
path: "gameplaykit/gkdecisionnode/createbranch(value:attribute:)"
---

# createBranch(value:attribute:)

Creates a child node that the decision tree should use when the current node’s attribute has the specified value.

## Declaration

```swift
func createBranch(value: NSNumber, attribute: any NSObjectProtocol) -> Self
```

## Parameters

- `value`: The value for this node’s attribute that should result in following the newly created branch.
- `attribute`: The attribute for the child node to create.

## Return Value

Return Value The newly created child node.

## Discussion

Discussion Use this method to specify a possible result of testing this node’s attribute (that is, an answer for this node’s question). The attribute parameter an have either of two kinds of values: if this test produces the decision tree’s final result (or action), the value identifies that action; if the next step in the decision tree is to be another question, the value identifies the next attribute to test (or question to ask). The value parameter is a specific value for this node’s attribute, so this method is useful for questions that must have one of a few specific answers. (If a question has many possible answers, see the createBranch(predicate:attribute:) method instead.) For example, a strategy combat game might use this method to choose an attack based on the type of opponent:

## See Also

### Creating Child Nodes for Decision Branches

- [createBranch(predicate:attribute:)](gameplaykit/gkdecisionnode/createbranch(predicate:attribute:).md)
- [createBranch(weight:attribute:)](gameplaykit/gkdecisionnode/createbranch(weight:attribute:).md)
