Hello,
I think I found a pretty weird bug.
My goal is to transmit a variable value to a BehaviorTreeReference from its parent. The BTR loads a simple tree with only one action:
The code for this action is here:
So I just print serialized field.
From above, I have this:
So what I expect is to see:
But what I get is:
Did I do something wrong?
PS: I use Behavior Designer version 1.7.1 with Unity 2020.3.21f1.
I think I found a pretty weird bug.
My goal is to transmit a variable value to a BehaviorTreeReference from its parent. The BTR loads a simple tree with only one action:
The code for this action is here:
C#:
using UnityEngine;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using System.Collections.Generic;
using System.Linq;
public class TestAction : Action
{
[SerializeField]
private List<SharedString> _list;
[SerializeField]
private SharedString _string;
public override void OnStart()
{
Debug.Log($"Print list: {string.Join(", ", _list.Select(item => item.Value))}");
Debug.Log($"Print string: {_string.Value}");
}
public override TaskStatus OnUpdate()
{
return TaskStatus.Success;
}
}
So I just print serialized field.
From above, I have this:
So what I expect is to see:
Print list: VALUE, 42
Print string: VALUE
But what I get is:
Did I do something wrong?
PS: I use Behavior Designer version 1.7.1 with Unity 2020.3.21f1.