Hi. When I inspect runtime behavior tree, the editor throws KeyNotFoundException.
Tested with Behavior Designer 1.7.1 + Unity 2021.1.19f1.
Minimal reproducible project has attached (it does not contain Behavior Designer library)
Here is reproduction steps:
1. Play SampleScene.unity
2. Select...
Hmm, strange. When I tried to create repro, it does not occurred.. Maybe some part of my script makes issue. If I found more precise condition, I'll report you.
It is hard to create repro project, but here is a part of my code: (removed redundant part)
for (int i = 0; i < this.Count; i++)
{
var instance = PrefabSystem.I.Spawn(this.PrefabName);
var behaviorTree = instance.GetComponent<BehaviorDesigner.Runtime.BehaviorTree>();
if...
@Justin Hi, I tried the asynchronous load feature of latest Behavior Designer (1.7.1) and found some issues:
http://www.opsive.com/forum/index.php?threads/multiple-duplicated-key-exceptions-when-changing-external-behavior-tree-with-asynchronous-load.6284/
Also, I found that you used Thread...
When I set external behavior trees in runtime (about ~100 objects in single frame), multiple exceptions are occurred like this:
It seems that the internal caching system is not thread safe.
Thanks for reply.
Unforunately, my modification for async initialization is heavily depend on my project and its internal libraries so I can't send it to you. But I can tell you main ideas:
1. Separate CheckForSerialization() and AddToTaskList() in BehaviorManager.cs into other thread (I used...
Hi, I used Behavior Designer heavily on my previous project, and I have some feature requests for the next project.
1. Async Loading / Initialization
With mobile devices, the loading/initialization process of Behavior Designer is extremely slow. In my test case, it consume 10sec ~ 1min for 1...