No problem ^_^ Glad you were able to figure the issue out. I'm using the .dll on my main project- I do have a source version I'm using for debugging though- I'm using the 2017.4 LTS version- the exact version is 2017.4.30f1
HasEnteredTrigger stopped working in my project when using Async loaded trees so I created a fresh Unity project and installed BD 1.6.3 and it appears HasEnteredTrigger does not work with conditional aborts when Async is ticked in a new project as well- works fine otherwise- can see the behavior...
I tried to get a project together to export after work but there's so many custom classes I'm referencing its tough to export and standalone scene without including tons of scripts- I'll try again tomorrow after work-
But I did do some more debugging and I believe its a variable clashing issue-...
I added that at the beginning of the AsyncLoad.. method- The error goes away but the tree is not loaded-
Could it be a serialization issue? It's odd that all the other tree's work with aync loading that are using the same tasks as the tree that is failing- I went from 1.6.1 -> 1.6.3
I tried...
Ok here's the line numbers from the source-
BehaviorManager.cs lines 438 and 374
Error image
Debugged a tiny bit and it seems the BehaviorTree getting passed to that method is null
The tree works when async in not checked- if it is checked I get this error
It doesn't hint towards code that isn't thread safe like the previous errors I got with the movement pack. I tried isolating/deleting tasks for about an hour to figure out what task was causing the issue. Couldn't...
It works great as is and was an easy fix for the Movement Pack tasks- 1.6.3 is an amazing upgrade for performance! I feel like you should add an exclamation point on the release notes for it :)
I got rid of the errors by removing the "NameToLayer" code so for example on CanSee the IgnoreLayerMask line looks like this-
public LayerMask ignoreLayerMask;
Seems to work fine-
Also on CanSee I had to move this line into OnStart()
ignoreRaycastLayer = LayerMask.NameToLayer("Ignore...
Using the newest Movement Pack 1.5.5 with the newest BD 1.6.3 in a fresh project errors are thrown on tree's using the CanSeeObject task from the movement pack-
Seems its using code that isn't thread safe- error capture here-
Happens with the WithinDistance task as well as it uses...
Would pooling external trees still be necessary if using this new async loading?
I've started optimizing a big(lots of Ai with big Btrees) game I'm working on and if I enable my BT's at runtime I'm getting huge lag spikes-
I was just about to implement External Behavior Tree pooling but should...
Was watching this GDC presentation about using FSM's to control several smaller BT's versus one large BT doing everything-
My current approach is to have one master tree with several Behavior tree ref nodes inside of it-
Would it be more performant if I broke the big tree into several smaller...