Random thoughts/issues when working with injected BTs

NodeCanvas Forums General Discussion Random thoughts/issues when working with injected BTs

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #9118
    zxc

    I’m injecting BT at runtime in modular fashion and it works awesome. Some random inconveniences below:

    1)When I work with such SubTree in Node Canvas I need to set Owner Type separately for each Action used in BT. I would love to be able to set a default Owner Type for a whole tree. Or maybe set a prefab as a proxy of an object that my BT will be attached to at runtime.

    2)When I add SubTrees that are not in the scene, I cannot view them in Node Canvas editor. I would appreciate if the would be visible at least – even if not editable. The possiblity of expanding SubTree nodes to see the whole structure (without clicking deeper in) would also be awesome.

    #9122
    zxc

    OKay, I actually solved 1). I add a mock component to the BT gameobject and set its’ owner properly – component removes itself at startup (when IsMock flag is ticked) and I can easily use its’ methods in Node Canvas. Yay!

    I would love to have a better way of selecting methods to execute – simple entering text with some auto-completion would be nice.

    #9121
    msl_manni
    Participant

    1). You can set Agent and BlackBoard manually for the tree, on the Behaviour Script itself. Later at runtime it will receive the Agent And BlackBoard from the calling NestedBT.

    2). Clikc on – Edit in NodeCanvas for any BT that is in scene, and then you can edit it. Prefabs are not allowed to be edited though.

    #9120
    Gavalakis
    Keymaster

    Sorry for late reply. I was away for weekend



    @zxc

    About 1, I suppose you are talking about the Script Control tasks Agent Type, so that instead of Component default type to be another default type which can be selected somewhere (eg GraphOwner)?

    About 2, indeed prefab trees are not editable nor viewable. I am working on making them at least viewable and maybe editable as well with a big warning that “You are editing a Prefab”. As for the method selection, I think it’s fast and convenient enough to have a dropdown 🙂

    Also thanks manni for your input 🙂

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

    #9119
    zxc

    Thanks, I solved those problems otherwise:

    Ad 1: I actually add a component to the BT prefab so I can use it more conviniently. Component has a “IsMock” field and deletes itself if it’s a mock. A bit hacky, but gets the work done. I would appreciate if you could specify what types of component a BT uses and expects – even if those components are not added to the BT’s gameobject.

    Ad 2: Dropdown gets a bit chaotic when you have more methods. Search only jumps to the methods starting with a pressed letter – if it would work like in unity Project Window, it would be enough. But I know it’s lots of hustle for a small inconvenience.

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.