Recent content by JasonT

  1. J

    Object Drawer docs

    When I follow the BD docs to create an object drawer for RangeAttribute in tasks, it also blows away any range sliders I have in the Unity inspector. Maybe I'm missing a step, is this just a namespace conflict? Ideally I'd like to just use the same syntax [Range (X,X)] in both the Task...
  2. J

    Multiple receive event tasks ok?

    Quick question about receive event tasks, if I have multiple receive event tasks in different branches of a tree listening for the same event name, does this result in undefined behavior or race condition? Or is there some logic to which ones would take priority, like if a branch is already...
  3. J

    Debug logging of BehaviorTree component instance?

    yes that's what I've been doing with my own tasks and also editing some built-in tasks that I'm using. I just wondered if there was some other direct way to drill down to find the Behavior tree name when the error occurs the first time, maybe even through the profiler?
  4. J

    Debug logging of BehaviorTree component instance?

    Well either way, I feel that I'm not using the Debug tools effectively. I have a dozen trees running, and I don't normally leave Log All task changes on every tree so I don't flood the console. So when a task throws an error, or a null exception, I have a hard time finding which Tree contains...
  5. J

    Debug logging of BehaviorTree component instance?

    Hi I'm just wondering if there is a built-in way to have Debug.Log print the specific BehaviorTree name that the task throwing the error is on? As my project is growing it's getting harder to track down. I can edit the task OnStart to grab a reference to the BehaviorTree component but wondering...
  6. J

    Trying to get a BehaviorTree variable on a GameObject with multiple Behavior Trees

    Just need a little more clarification. So if I declare a public BehaviorTree variable and drag in a GameObject holding a bunch of behaviorTrees to the inspector, it will only reference the Group0 BehaviorTree script? So if I want to access a specific group I will need to instead drag in a...
  7. J

    Trying to get a BehaviorTree variable on a GameObject with multiple Behavior Trees

    I'm using this: public BehaviorTree TargetBehaviorTree; var vector = (SharedVector3)TargetBehaviorTree.GetVariable("CurrentAcceleration"); //get CurrentAcceleration from BehaviorTree variable currentAcceleration = vector.Value; But the variable I'm looking for CurrentAcceleration is on the...
  8. J

    Synchronizing variables of sub trees in both directions

    I'm using StartBehaviorTree task to start child trees and I'm using the synchronize variables tick box. I believe this only syncs the variables on the way into the sub tree. It would be great if it syncronized back to the parent tree when the sub tree completes. Can I do this or is there a...
  9. J

    PUN integration?

    Is the PUN add on for UCC of any use to Behavior Designer? I'm not using UCC as I needed a custom controller, but I am using BD to run virtually everything else so I'm looking for the smoothest path to add networking.
  10. J

    Global Variables panel doesn't update while not in focus?

    Ah got it. makes sense I guess in a perfect world it would be an option in the window preferences (live view on/off) I’ve often discovered bugs I didn’t know I had by pausing the player and looking at the states of global variables. So in those cases a running tree isn’t even visible.
  11. J

    Global Variables panel doesn't update while not in focus?

    I have the Global Variables docked as a tab and it would be great to see a live view of current states. Right now it only updates if I scroll the window or drag the floating window around. Is this a normal condition of the Global Variables panel?
  12. J

    Auto pre-comp nodes into sub behaviours

    I had another thought on this feature. Ideally the precomp'ed tree would behave precisely as if it were still in the parent tree. So for instance if the Precomp task is interrupted by a conditional abort it would automatically stop the child tree also. Maybe we could have a checkbox that's...
  13. J

    Auto pre-comp nodes into sub behaviours

    When cleaning up a tree that is getting big, it would be great to be able to marquee select a whole branch, then right click to an option to pre-compose the branch to a new behaviour tree which automatically has all the required local variables created in the new sub tree.
  14. J

    Timing question , Instant and Send Message

    Ok and the last part, how is the order of all my trees determined, for example if I have a game manager tree that I want to be updated last after all the other trees have updated on the same frame.
  15. J

    Timing question , Instant and Send Message

    Hi Justin Just wondering about Instant. My understanding is that all tasks are executed instantly as soon as they are called whether instant is checked or not. But if I instant is not checked it will hold after completing that task until the next tick before continuing on. Is this correct...
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