Recent content by Justin

  1. Justin

    [Feature Request]One melee hit *per enemy*

    Do you still have the scene from your video? If so, can you send it to support@opsive.com? I'd like to take a closer look at it.
  2. Justin

    Can see Object Performence

    What is the call stack? You can get to it by setting a breakpoint: https://docs.unity3d.com/Manual/ManagedCodeDebugging.html
  3. Justin

    How to pass arguments from composite to selected task?

    No, all variables will be passed from the parent to the child tree. Yes, that's correct. Depending on your structure you could have different MonoBehaviours which store different variables and then the MonoBehaviour that you call depends on the task that you are in.
  4. Justin

    Item setup - watching video but getting different results?

    Does the ItemType match between the item that you created and the default loadout? This page also has some troubleshooting steps if the item isn't being equipped: https://opsive.com/support/documentation/ultimate-character-controller/character/abilities/item-abilities/item-set/equip-unequip/...
  5. Justin

    How to pass arguments from composite to selected task?

    If you have a lot of arguments one way would be to have them completely separate from the behavior tree and within your task you'd get them independently from a new component. For example: int treeID = GetComponent<VariableManager>().TreeID; From the behavior tree perspective any parent...
  6. Justin

    Rewired Integration Problems

    Unfortunately I don't have older integrations and I have tried Rewired with the latest version. The Mouse X/Y is called from GetAxis so you could try starting to debug it from there.
  7. Justin

    Can see Object Performence

    No - the call stack of with the line numbers calling OverlapSphereNonAlloc from CanSeeObject. CanSeeObject has no path to OverlapSphereNonAlloc so I'm not sure what you are seeing.
  8. Justin

    Quick turn in Idle

    Quick Turn requires movement so it knows which way to turn. If you want to turn without movement you'll need to subclass and extend the ability.
  9. Justin

    error with external behaviors

    You can fetch the reference dynamically at runtime. Take a look at this page: https://opsive.com/support/documentation/behavior-designer/referencing-scene-objects/
  10. Justin

    Scene Breaks In Editor Only But Works In Build

    The First Person Objects component manages the visibility. I would start with a new project and follow these videos from a fresh scene: https://opsive.com/videos/?pid=1110
  11. Justin

    Can see Object Performence

    What is the call stack that you are seeing for OverlapSphereNonAlloc with Can See Object?
  12. Justin

    It is recommended to improve the integration of the ultimate inventory

    We try to make things as simple as possible, but there is a lot of flexibility in how you can configure our assets so you can't really make a single editor that does everything for you. What works for your project will not work for somebody elses. I actually think that is an advantage because it...
  13. Justin

    How many AI can be active in scene same time

    This is an extremely tough question because there are a lot of factors. Generally though traversing the tree is extremely fast so you'll end up being limited more by the rendering or animations.
  14. Justin

    Can see Object Performence

    What is the callstack that you see OverlapSphereNonAlloc being called for Can See Object? OverlapSphereNonAlloc is within MovementUtility.WithinHearingRange which is called by CanHearObject. WithinDistance does call OverlapSphere if you are using the layer mask and I will change that in the...
  15. Justin

    Simple Behavior Failing

    Since you don't have any conditional tasks the conditional abort is not used. If you are spawning the behavior tree from a prefab then you'll need to set the patrol locations at runtime. See this page for more details...
Top