Recent content by Justin

  1. Justin

    Need Help with Behavior Designer Pro and write values to Tree

    You don't need to redefine the scope enum. What doesn't work? I generally recommend using the Value property instead of SetVariableValue since setting the property is typesafe. You can see an example of setting the value within MeleeCombatSceneManager.Awake. This is from the sample projects...
  2. Justin

    About how to use it together with another asset “Feel”.

    Feel is integrated :) It's on the downloads page.
  3. Justin

    Interrupted Tag Random crashing

    I think that I see what is happening. This is going to require a bit of structural changes so I'll have it fixed in the next update. You are preventing the error from occurring with the HasComponent check but that will prevent the branch from being interrupted so will lead to incorrect...
  4. Justin

    How to properly create and destroy a prefab with a camera and a character?

    Ah, for that you can add a null check: if (m_Transform != null) { m_Transform.parent = (m_CameraController != null ? m_CameraTransform : (m_CharacterTransform != null ? m_CharacterTransform : null)); m_Transform.localPosition =...
  5. Justin

    Interrupted Tag Random crashing

    Can you create a repro package? Have you created any custom tasks which trigger an interruption? The editor error indicates that the InterruptTag hasn't been added but an interrupt occurred. ComponentUtility.AddInterruptCallbacks should be called for any task that can trigger interruptions. I...
  6. Justin

    HasReceivedEvent stops working on pooled objects

    Conditional aborts take into account the entire stacked conditional so yes, in that case if OrderRejected returns failure then the entire task will return failure.
  7. Justin

    [Bug] Parallel and its children not completed in a single frame

    This is a result of switching to DOTS. DOTS and the job system does not follow the same update cycle as MonoBehaviours which can lead to things taking a frame or two in order to start.
  8. Justin

    [Bug] Repeater underneath Parallel causes duplication of child task

    This looks like it's a result of this: https://opsive.com/forum/index.php?threads/baseline-performance-drop-after-upgrading-to-pro.11753/ I plan on looking at this in 2.1
  9. Justin

    Third Person Top Down using Cinemachine 3

    I haven't tested the Cinemachine integration with a top down setup so unfortunately I'm not sure. It'll likely require a subclass of the ThirdPerson ViewType and also configuration of the virtual camera. I can add this to my list of items to look at.
  10. Justin

    Sync Variable / Sync VariableS Bug [Playmaker]

    In my tests I am able to sync a bool so something is different with your setup. I will need a repro scene to be able to track it down. It can be independent of your project, just a minimal repro scene that shows the same thing that you are seeing works perfectly.
  11. Justin

    How to properly create and destroy a prefab with a camera and a character?

    You will first need to disassociate the camera from the character. You can do this by assigning the Character GameObject to null on the CameraController.
  12. Justin

    UCC 3.2.3 issues

    I tested with Unity 6.1 and that fixed the missing animation pose after death. So this was a bug in Unity 6.0.
  13. Justin

    HasReceivedEvent stops working on pooled objects

    If you update to the latest it'll be fixed: https://opsive.com/news/behavior-designer-pro-2-0-11-released/
  14. Justin

    Sync Variable / Sync VariableS Bug [Playmaker]

    Can you attach a repro scene that shows this? The first error is coming from Playmaker so I'll need to see if there's a workaround.
  15. Justin

    HasReceivedEvent stops working on pooled objects

    What version? There was an issue related to this in one of the prior versions so make sure you are using the update.
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