I have a custom task (CheckPlayerAction) which calls the function below in a script attached to the AI's root gameobject, if I have a Parallel task in a tree after switching to new tree I get the error below.
Am I doing something wrong? Switching code insufficient? Or is this a bug? Any ideas?
Switching function:
Error:
Am I doing something wrong? Switching code insufficient? Or is this a bug? Any ideas?
Switching function:
C#:
public void SetBehaviorTree(ExternalBehaviorTree _ebt)
{
bt.DisableBehavior();
bt.ExternalBehavior = _ebt;
bt.EnableBehavior();
}
Error:
Code:
NullReferenceException: Object reference not set to an instance of an object
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <843968489f854a31bdd9270d59c9c087>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <843968489f854a31bdd9270d59c9c087>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at <843968489f854a31bdd9270d59c9c087>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at <843968489f854a31bdd9270d59c9c087>:0)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at <843968489f854a31bdd9270d59c9c087>:0)