Recent content by AntL

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    Send Event to C# script failing

    Hey thanks for the reply. Yeah that's what I thought - it's expecting a behaviour tree. Strange though, if you look at the docs it really sounds like a script should be able to listen for this event? Hence the confusion! https://opsive.com/support/documentation/behavior-designer-pro/events/
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    Send Event to C# script failing

    Hi there, wonder if you can assist with probably quite a basic mistake. I'm attempting to send an event (FreezePlayer) to a C# script which is on BespokeGameLogic gameobject: The code is failing at the only place it can within SendEvent.cs: if (m_ResolvedBehaviorTree == null) {...
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    Senses Pack Issues

    Understood, thanks!
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    Senses Pack Issues

    Hi there, recently purchased Behaviour Designer Pro, Movement Pack and Senses pack and pulled them all into a blank HDRP project (Unity 6.0.24f1). Converted materials to HDRP and all seems to be working well aside from senses pack - I have two missing Prefabs in the demo scene (Agent/Player) and...
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    First Person Combat Bob Roll Issues

    appreciate it thanks!
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    First Person Combat Bob Roll Issues

    Hi there, just experimenting with changes some values on the camera (first person combat viewtype). Everything feels great and when I change values I'm getting expected results, except when I change the Bob Roll Amplitude/Bob roll rate - it doesn't seem to have any effect, whether in my own test...
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    Behaviour Tree Tick Manual Control and Coroutines

    Yeah understood. So what I'm asking is how do I manually call FixedUpdate for one particular tree and not all trees (the only way I know how to call FixedUpdate on my current tree is by calling BehaviorManager.instance.FixedUpdate() which calls FixedUpdate on all trees) - if I've understood this...
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    Behaviour Tree Tick Manual Control and Coroutines

    Sorry not quite following the explanation. My OnFixedUpdate is moving my rigidbody game object, while my OnUpdate is returning the taskstatus (which is set from elsewhere in the code).
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    Behaviour Tree Tick Manual Control and Coroutines

    Ok thanks - so how would I run the OnFixedUpdate for an individual tree that is triggered manually?
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    Behaviour Tree Tick Manual Control and Coroutines

    Actually, I think I've led you up the wrong path here as my issue lies somewhere else. To cut a long story short, the issue existed as OnFixedUpdate() wasn't getting called, which as I understand you must do manually when controlling the tick update. With that in mind I added this code and...
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    Behaviour Tree Tick Manual Control and Coroutines

    Hey there, I've a question about manually controlling behaviour tree update. In the attached screen shot is a behaviour. Pretty simple: In the left hand sequence, it tests to see if the enemy is visible. If so, shoot! In the right hand sequence, move to a position where the AI can see the...
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    BehaviourManager instance is null

    Ok it seems if I don't click start with enabled, I have to manually add a behaviourmanager to the scene.
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    BehaviourManager instance is null

    Hi, I'm trying to control a behaviour tree (as directed in other question) so I can update manually within a coroutine (within Team Member). I have a behaviour tree on my gameobject which references an external beahviour. I have start when enabled set to false, and I'm trying to trigger it with...
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    Triggering Behaviour Tree from Coroutine and Detecting Completion

    Ah excellent - apologies missed that! Cheers
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