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License: MIT License
Simple event driven Behaviour tree for Unity projects
License: MIT License
Some nodes are displayed normally, which is related to the style of these nodes that are not displayed. Looking for the reason
Custom delta time allows to update the tree in custom intervals. Currently most of nodes are based on Time.detlaTime, so only Update and FixedUpdate would work correctly.
Method GetStack()
creates new array every time it's called. Array should be pre-allocated and filled with elements instead.
StoreBTState can be renamed to something like GetTreeSnapshot or ObtainTreeSnapshot.
Hi!
First of all, I love your package and much appreciate your work!
Is it by design that there is no option to zoom in and out when editing a behavior tree, or is there a technical issue related to this?
I see how it could improve debugging or increase usability when overviewing nodes and their connections.
Anyway, I would love to hear from you in regard to this and wish you all the best!
Hey i like the approch of you behaviour tree.
Im looking at example 2 and when the red enemy is next to the green one, the service.onexit gets called 250 times and allocates quite a lot of memory.
Which is a bug i believe. Otherwise using unity events... is bad on mobile, since it will cause memory alloc and has bad performance.
Refactor NodeDropdown to allow more than one folder in node dropdown menu.
Hi there,
While reading through the documentation, I came across the definition of a selector and found it to be a bit unclear. The definition states that it "Executes children from left to right until one of them returns failure. Returns success if any children succeed." In my opinion, it should be "Executes children from left to right while they return failure. Returns success if any children succeed." Am I missing something here?
Thank you.
Coroutine should be removed from service node and other timing nodes. Corutine service might be still usefull, so it should be kept as CoroutineService
node.
Hi,
I get the following error seemingly when I try to abort "Both" on a custom leaf (edit: Tried it with non-custom leafs and it still occurs). Happens regardless of if the state is "Running" or "Success" but if the state ends in success, the error is more consistent.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <695d1cc93cca45069c528c15c9fdd749>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <695d1cc93cca45069c528c15c9fdd749>:0)
MBT.MonoBehaviourTree.EvaluateInterruptions () (at Assets/MonoBehaviourTree/Source/Runtime/MonoBehaviourTree.cs:98)
MBT.MonoBehaviourTree.Tick () (at Assets/MonoBehaviourTree/Source/Runtime/MonoBehaviourTree.cs:119)
MBT.MBTExecutor.Update () (at Assets/MonoBehaviourTree/Source/Runtime/MBTExecutor.cs:21)
Any idea what might be causing it?
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