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Updated to latest, lots of issues.

wigen

New member
I had an issue that i hoped would be resolved with an update. Wander was not working when selecting a bounds. So i updated to latest of all the packages.

i removed and re-installed latest of Behavior Designer pro, The Senses pack pro, and the movement pack pro. I also re-added got the A* addon. and the A* project.

1: Compile Error: It looks like one of the packages added Tactical Pack scripts, and since i didn't have it, it was giving me compile error, i had to remove this folder.
2: Distance node was removed in the senses pack and broke all my current trees. I wen to the documentation and it still said Distance node. But it looks like it was replaced by WithinRange?
3: The entire reason i upgraded was to get Wander working again. But now I have a new issue where even though i have the AstarAI Pathfinder selected in wander it is still trying to access navmeshagent? I am getting a bunch of errors in the log and wander is currently not working.

anyways. i went back to my old build since the upgrade is failing and hope this all gets fixed soon.

Thanks!
 
1: Compile Error: It looks like one of the packages added Tactical Pack scripts, and since i didn't have it, it was giving me compile error, i had to remove this folder.
What is the error? I imported just BDPro and Movement Pack into a fresh project and didn't receive any errors.

2: Distance node was removed in the senses pack and broke all my current trees. I wen to the documentation and it still said Distance node. But it looks like it was replaced by WithinRange?
You can use Within Range task with the Distance sense. This is with the Senses Pack and the Movement Pack is just focused on movement instead of sensing.

3: The entire reason i upgraded was to get Wander working again. But now I have a new issue where even though i have the AstarAI Pathfinder selected in wander it is still trying to access navmeshagent? I am getting a bunch of errors in the log and wander is currently not working.
This looks similar to this: https://opsive.com/forum/index.php?threads/bug-when-changing-navigation-from-navmesh-to-a.11865/. I need to come up with a different way to select the pathfinder.
 
1: I pulled the A* BehaviorDesignerAstarPathfindingProject for the a* integration from the site and it added the TacticalPack/Demo/Scripts folder with 3 scripts, bullet, health, and shootable. all of which had `using Opsive.BehaviorDesigner.AddOns.TacticalPack.Runtime;` which i did not install nor own. so i had to remove those files.

2: yeah makes sense. was just something i noticed from upgrading.

3: yeah fixed by reloading the node.

thanks!
 
1: I pulled the A* BehaviorDesignerAstarPathfindingProject for the a* integration from the site and it added the TacticalPack/Demo/Scripts folder with 3 scripts, bullet, health, and shootable. all of which had `using Opsive.BehaviorDesigner.AddOns.TacticalPack.Runtime;` which i did not install nor own. so i had to remove those files.
Thanks, those files shouldn't have been included. They are safe to delete. I'll update the integration.
 
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