I wrote this per mail to info_at_nodecanvas.com, but I got no answer, so I write it here again:
– If you change the name of a behaviour tree asset via the inspector, it will eventually changed back to “BehaviourTree”. I use my behaviour trees nested in FSMs, so this might be the reason. The names of the FSMs stay as they are, but I didn’t try nested FSMs yet.
Well, to make this less redundant, here are some other minor annoyances which might be easy to fix:
– The preferences (via “Prefs”) don’t get saved between sessions.
– The “!” in an inversed condition is sometimes kinda hard to see. Maybe a big “NOT” would be better.
– There are a lot of Debug.Log() calls especially for events, and every time I update NodeCanvas I have to comment them out because they clutter my log. It would be cool if there was a checkbox to easily remove those.
Sorry for the late reply. I’ve been away the last days.
– Nested Behaviour Trees and FSMs within an FSM, get their name, by the state name they represent in that FSM. If you change the name of the state, so will their name. 🙂
– I haven’t successfully reproduced a case that the preferences get lost. Is there any further info you can share about this issue, or they are just not saved?
– I agree that the “!” is a bit small and hard to see. The only reason I’m skeptical about a “NOT” is the size, but I guess is neglectable. I will try that out and see how it goes 🙂
– Yes. In the next version comming soon, there will be an option to “Don’t show logs” or similar.
– Why can I change the name of the Tree in the Inspector in the first place, then? It’s a bit confusing that I change something there and later it gets lost.
– The Prefs get lost when I restart the editor (so yes, they don’t get saved), but also when I just press Play. I use Unity 5.2.
Oh, and another minor thing: in my VS project I get four warnings of “Possible unintended reference comparison; to get a value comparison, cast the right hand side to type ‘Object'”, for example in NodeCanvasFrameworkDesignPartialEditorEDITOR_Task.cs
The name can be changed because in all other cases other than a tree being nested to an FSM, the name is not lost 🙂
For example if it is a standalone asset tree, or fsm, or a subtree to another behaviour tree. I will take a look if I can make this more convenient though.
I honestly can’t reproduce this issue where the prefs are lost after hitting play. I’m also in unity 5.2.
Hmm. The prefs are saved in EditorPrefs. Do you by any chance have some other asset or something that relates to EditorPrefs?
The name can be changed because in all other cases other than a tree being nested to an FSM, the name is not lost 🙂
yeah, I thought so, but perhaps it should have two names? I dunno.
I use ome other assets that use EditorPrefs, but I checked and there seems to be no clash or anything strange. I will try to pin down the problem further. To be honest, I think the losing of the Prefs when hitting Play is pretty extreme and didn’t happen before for me, either. But I always noticed that I had to set the Prefs anew quite often.
I use VS 2015 Community Edition, and the lines that output warnings are:
– EDITOR_Task.cs, line 195
– GraphOwner.cs, line 268
– EditorUtils_BBParameterEditor.cs, line 52
– ActionListPlayer.cs, 50
Thanks for the further information.
If you pin point this issue, please let me know. It hasn’t really been reported before and I can’t reproduce it all.
Does it even happen in a new project?
Thanks
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