The reason of disabled "Scene" Section in Behaviour Designer Pro

fables alive

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Hi,
here is a newbie person, trying to learn about shared variables.
Im willing to add "patrol 1 group of waypoints" for a scene for many one clone of prefabs.
so I wanna add shared vairable list/array to the scene that is shared via prebab clones.

I can manually add an empty object and shared variables component. Im trying to follow in a tutorial of "zeus game academy".
in the tutorial This Scene section is Enabled. but in my project its not.
any clue ? (thanks in advance)

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Hi, I'm assuming that you're editing a subtree in your assets folder ? I took a quick look on my side and had the Scene tab enabled when working on a tree at the component level in a scene and a subtree assigned into a component. However, when selecting a Subtree in the Assets folder, I had the Scene tab disabled, which I think kinda makes sense. This tab might be more appropriate for trees meant to be used only in a specific scene.

However if you want a modular approach Property Binding is very often useful, you can have an AI script with an array of GameObjects that the Waypoints are bound to. In any scene you can have a manager object responsible for setting the AI script's array, or even do that from within the AI script. I hope all of this makes sense and is helpful !
 
Thanks for answer. I will focus to Property binding in next point.

(nope not a subtree. simple btree. Im just learning)
btw I solved: I used Scene Shared Variable Component in an empty gameobject and binded in patrol its okay.
just wanna know why this section is Disabled always..
 
Prefabs cannot access scene references so the tab is disabled when that scope isn't applicable. Using the Scene SharedVariable component is a good workaround.
 
Prefabs cannot access scene references so the tab is disabled when that scope isn't applicable. Using the Scene SharedVariable component is a good workaround.
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Hi Justin , I'm trying to understand one of the samples, I thought this one is supposed to use SharedVariable scene to access the Eat object, but since it's a prefab then it should use the Scene SharedVariable component, however in this example it directly access the Eat object and assigned it inside the behavior designer. I'm confused now, if i can access an object directly why I shall use SharedVariable component?
 
Is that the Utility Theory sample? In that sample it's not using SharedVariables.

Separately, there was an issue where the Scene SharedVariable tab became disabled with prefab instances. This shouldn't have happened and has been fixed (I believe it's in
 
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