mgb

Forum Replies Created

Viewing 7 posts - 1 through 7 (of 7 total)
  • Author
    Posts
  • in reply to: AnyState -> FinishState BUG? #12699
    mgb
    Participant

    Hi,

    Yes it works ok with v2.7.0 thanks.

    in reply to: AnyState -> FinishState BUG? #12685
    mgb
    Participant

    Hi,
    Just a simple event from the AnyState. Note: I do Destroy the FSM owning object last thing in the finish callback.
    Doesn’t appear to be any version info in the readme. I downloaded it about a month ago – think it’s v2.6.3

    in reply to: Graph Reset #12615
    mgb
    Participant

    Sorry, the instantiate problem was our bug – the ref to the FSMOwner was going out of scope 😮

    in reply to: Graph Reset #12606
    mgb
    Participant

    OK to clarify usage:

    We have a gameobject in the scene with blackboard and FSM asset assigned to it. I can run the FSM once from code to its end all OK. Re-starting it later doesn’t work (I’m assuming it has previous state that’s interfering, e.g. the graph view shows two green active nodes…)

    Instantiating a prefab instead works ok for the first run again. Re-instantiating lets me start the FSM again, it does its first action tasks, then the owner and blackboard get ‘nulled’ in the code (i.e. Unity’s dodgy null ref overloading for destroyed objects).
    I breakpointed all the Destroy fns I could find but none were hit!

    The only ‘destructive’ action I have is a ForceFinishGraph call in the last state node – no destroy calls anywhere.

    in reply to: FSM finishing #12593
    mgb
    Participant

    Ah ok got it, thanks!

    in reply to: feature suggestion – member access in references #12385
    mgb
    Participant

    +1 for this if poss! 🙂

    in reply to: Directed SendEvent: agent graph is null #12335
    mgb
    Participant

    aaaand we found the problem: The prefab had both FSM Owner (valid FSM set) and a BT Owner (no tree set) component.
    Removing the empty BTO component sorted it.

Viewing 7 posts - 1 through 7 (of 7 total)