Stroopwafel
New member
Hello,
First of all I'd like to state a sincere 'Thank you' that entities are now being live tracked in the graph editor, that is such an upgrade!
I was trying out to use a subtree reference in the entity instead of using the Graph Name BT, but am unable to get it work, maybe im doing something wrong?

When using the BT from the Graph Name (by pressing open), everything works fine. By both entities that I spawn in during runtime and with gameobjects that I place in the subscene.
However, when I export the BT into an asset and reference it in the 'Subtree' field, it wont start the BT, nor load it in. I've tried varying things with removing the Graph Name and Index and such, starting the tree with BehaviorTree.StartBakedBehaviorTree in the spawner, etc.
Using:
Unity 6.3 (6000.3.8f1)
Opsive BD 3.0.2
Opsive Shared 2.2.3
Opsive Graph Designer 3.0.1
First of all I'd like to state a sincere 'Thank you' that entities are now being live tracked in the graph editor, that is such an upgrade!
I was trying out to use a subtree reference in the entity instead of using the Graph Name BT, but am unable to get it work, maybe im doing something wrong?

When using the BT from the Graph Name (by pressing open), everything works fine. By both entities that I spawn in during runtime and with gameobjects that I place in the subscene.
However, when I export the BT into an asset and reference it in the 'Subtree' field, it wont start the BT, nor load it in. I've tried varying things with removing the Graph Name and Index and such, starting the tree with BehaviorTree.StartBakedBehaviorTree in the spawner, etc.
Using:
Unity 6.3 (6000.3.8f1)
Opsive BD 3.0.2
Opsive Shared 2.2.3
Opsive Graph Designer 3.0.1