I spent quite a bit of time troubleshooting trying to figure out why my Behavior Tree wasn't working... all it did was make an enemy wander and then seek the player when it could see them.
After whittling the behavior down to just the "Can See" behavior ( nothing else but a selector in the behavior tree), I found that although everything looked right in the scene and in the settings (the view angle was correctly displayed), the behavior itself would fail, even though the enemy was immediately next to the player w/ 360 viewing on and the gizmos indicated the player was within the enemy sites.
In further troubleshooting, I found that if I disabled the "use physics 2D" check box, the behavior would work... but none of the gizmos in the scene functioned after that... not a huge deal, since the behavior worked (though I'm sure it will make troubleshooting harder in the future).
I've found that this is the case when a 2D collider is present on the enemy/behavior actor... it's almost as if it's being blinded by its own 2D collider.
After whittling the behavior down to just the "Can See" behavior ( nothing else but a selector in the behavior tree), I found that although everything looked right in the scene and in the settings (the view angle was correctly displayed), the behavior itself would fail, even though the enemy was immediately next to the player w/ 360 viewing on and the gizmos indicated the player was within the enemy sites.
In further troubleshooting, I found that if I disabled the "use physics 2D" check box, the behavior would work... but none of the gizmos in the scene functioned after that... not a huge deal, since the behavior worked (though I'm sure it will make troubleshooting harder in the future).
I've found that this is the case when a 2D collider is present on the enemy/behavior actor... it's almost as if it's being blinded by its own 2D collider.