using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using PancakeRestaurant;
using Ez.Pooly;
using UnityEngine;
using BehaviorDesigner.Runtime;
public class ZombieSpawner : MonoBehaviour {
public GameObject SpawnZombiePrefab;
public float StartTime = 5.0f...
Hello.
I'm developing the zombie FPS game.
My zombie has Behaviour tree.
Each zombie trace a player and attack a player.
I have a problem.
My game spawn a zombie using pool system.
When zombie spawned, zombie object activated.
There is a lot of overhead in the Behaviour.Start() function...
Thanks Justin.
I solve this problem. But I have another problem.
At the end of the Zombie Attack Action, the Behavior tree is closed.
I want Compare shared bool to be checked over and over again.
Hello, I have a question about sequence.
I have a behavior tree like this.
Conditional Compare Shared bool is a conditional.
This compares two boolean variables.
Returns true if they are equal, false if they are different
Zombie Attack Action is triggered if the boolean variable is true...
Hello.
I tried to call OnFixedUpdate method in the Action.
public class TestAction : Action
{
public override void OnAwake()
{
Debug.Log("TestAction OnAwake");
}
public override void OnFixedUpdate()
{
Debug.Log("TestAction OnFixedUpdate");
}
}
Like...