BT seems to get "stuck" until clicked on

NodeCanvas Forums Support BT seems to get "stuck" until clicked on

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  • #9739
    thelebaron
    Participant

    Im currently using the latest version. Anyway I switched from behaviordesigner and Im running into a somewhat strange bug where using the behaviour trees, my ai characters it will get stuck on a custom node until I click the gameobject in the editor, where it resumes the action.


    another video(better quality but a little less clear when it happens)

    ok video quality is way worse than I thought it would be: what happens npc’s shoot each other, the remaining surviving npcs should resume their patrol and break off from the pursue task but it just sticks on the pursue task unless I click them individually. Anyway this is reproducible, I can upload the whole project if necessary. How do I fix this?

    the pursue task code:

    #9745
    Gavalakis
    Keymaster

    Hello,

    I really appreciate all the information provided, but it’s a bit hard to tell whats going on :/
    Can you please send me some reproduction project ( info_at_nodecanvas.com )?

    Thanks a lot,
    Gavalakis Vaggelis

    Join us on Discord: https://discord.gg/97q2Rjh

    #9744
    thelebaron
    Participant

    Hi, I sent an email with a link to the project and details on how to reproduce it.

    #9743
    Gavalakis
    Keymaster

    Hello,

    Sorry for being late.
    I have replied to your email.
    Please let me know.

    Cheers!

    Join us on Discord: https://discord.gg/97q2Rjh

    #9742
    Sanity
    Participant

    Hi I am having the same problem right now, could let me in on what was causing it?

    #9741
    Sanity
    Participant

    NVM! I think I figured it out… finny that I’ve been gnawing on this for 2 hours and got it 10 mins after posting here…

    Essentially the GameObject got destroyed after I checked if it was null but before my outside ISense mono-behavior updated its list of objects in sense, so my node canvas grabbed null from it and tried to run with it.

    I added a null check to the guilty Action task and that solved it.

    #9740
    Gavalakis
    Keymaster

    Hello,

    Glad to know it’s solved for you.
    By the way, make sure to use CheckUnityObject in case you are actualy checking a UnityObject for null, instead of CheckVariable.

    Cheers!

    Join us on Discord: https://discord.gg/97q2Rjh

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