Deathmatch AI BehaviorTrees Solo And Team is empty

poppy1606

New member
Hello, I have imported all the packages.

Behavior Designer Behavior Trees for Everyone 1.7.0
Behavior Designer - Movement Pack_1.5.6
Third Person Controller 2.4.2
UltimateCharacterController_integration
Deathmatch AI Kit 2.0.2

No import error.
I test Behavior Designer Demo and Third Person Controller Demo, They all work properly.
But Deathmatch AI Kit Demo run error,
I checked find: Opsive/DeathmatchAIKit/BehaviorTrees/Solo And Team is empty
What should I do?
DeathmatchAIKit.png
 
I just tried reproducing that error but wasn't able to. I am using the same versions that you are using. I would try creating a new project and making sure you import things in the following order:

Behavior Designer
Behavior Designer - Movement Pack
Third Person Controller
Behavior Designer / UltimateCharacterController integration
Deathmatch AI Kit
 
I think BehaviorTrees Solo should like Assets\Opsive\DeathmatchAIKit\Documentation.pdf Solo Tree Image.
but i imported is empty.
 
What is the file size of the solo external tree for you? On my end it is 31KB. You could try deleting your Asset Store cache and redownloading all of the assets - maybe one of them got corrupted?
 
InvalidCastException: Specified cast is not valid.
BehaviorDesigner.Runtime.JSONDeserialization.DeserializeObject (BehaviorDesigner.Runtime.Tasks.Task task, System.Object obj, System.Collections.Generic.Dictionary`2[TKey,TValue] dict, BehaviorDesigner.Runtime.IVariableSource variableSource, System.Collections.Generic.List`1[T] unityObjects) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.JSONDeserialization.DeserializeTask (BehaviorDesigner.Runtime.BehaviorSource behaviorSource, System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Collections.Generic.Dictionary`2[System.Int32,BehaviorDesigner.Runtime.Tasks.Task]& IDtoTask, System.Collections.Generic.List`1[T] unityObjects) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.JSONDeserialization.DeserializeTask (BehaviorDesigner.Runtime.BehaviorSource behaviorSource, System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Collections.Generic.Dictionary`2[System.Int32,BehaviorDesigner.Runtime.Tasks.Task]& IDtoTask, System.Collections.Generic.List`1[T] unityObjects) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.JSONDeserialization.DeserializeTask (BehaviorDesigner.Runtime.BehaviorSource behaviorSource, System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Collections.Generic.Dictionary`2[System.Int32,BehaviorDesigner.Runtime.Tasks.Task]& IDtoTask, System.Collections.Generic.List`1[T] unityObjects) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.JSONDeserialization.DeserializeTask (BehaviorDesigner.Runtime.BehaviorSource behaviorSource, System.Collections.Generic.Dictionary`2[TKey,TValue] dict, System.Collections.Generic.Dictionary`2[System.Int32,BehaviorDesigner.Runtime.Tasks.Task]& IDtoTask, System.Collections.Generic.List`1[T] unityObjects) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.JSONDeserialization.Load (BehaviorDesigner.Runtime.TaskSerializationData taskData, BehaviorDesigner.Runtime.BehaviorSource behaviorSource) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.BehaviorSource.CheckForSerialization (System.Boolean force, BehaviorDesigner.Runtime.BehaviorSource behaviorSource) (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Runtime.BehaviorSource.GetAllVariables () (at <6d22430c735143f289c12a7dc7cddcf9>:0)
BehaviorDesigner.Editor.ExternalBehaviorInspector.DrawInspectorGUI (BehaviorDesigner.Runtime.BehaviorSource behaviorSource, System.Boolean fromInspector, System.Boolean& showVariables) (at <ce1c9d692ed148cbb472cb779f3f0d8e>:0)
BehaviorDesigner.Editor.ExternalBehaviorInspector.OnInspectorGUI () (at <ce1c9d692ed148cbb472cb779f3f0d8e>:0)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <420b942f64794d4da66420603f126f7b>:0)
UnityEngine.GUIUtility:processEvent(Int32, IntPtr, Boolean&)
 
Have you tried removing the Asset Store cache and redownloading all of the assets in a fresh project? I am not sure why you are getting an error when I repeated the same steps and it worked.
 
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