Gavalakis

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Viewing 15 posts - 1 through 15 (of 2,717 total)
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  • Gavalakis
    Keymaster

    Hello! It is not exactly a problem but rather a small allocation when using subgraphs specifically. I do however want to fix this so that it does not allocate at all in this case. Thank you.

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    in reply to: Custom Branch node generates an error. #17706
    Gavalakis
    Keymaster

    Hello again 🙂
    Here is the updated Branch code to solve this.

    Best regards.

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    in reply to: Error After Installing Input System #17682
    Gavalakis
    Keymaster

    Hey, Thank you for letting me know.

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    in reply to: Runtime Sub-Behaviour Tree #17676
    Gavalakis
    Keymaster

    Hello again and sorry for the late reply.

    One way to do this is exactly like you mentioned. The “roles” behaviour trees will only initialize once they are used by the “master” behaviour tree (so essentially when you change the blackboard variable holding the graph to a different graph).

    The other way of doing what you are after, would be to actually add each “role” behaviour tree as a sub-tree into the “master” behaviour tree and use a “Switcher” node to switch between them (either by an integer or an enum variable on the blackboard). Even with this method, the sub-trees will not be initialized until and if they are actually used, unless the “Pre-Initialize SubGraphs” is checked in the BehaviourTreeOwner, in which case all sub-tree will indeed be pre initialized.

    Let me know if that helps. Thanks.

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    in reply to: Overhead for having several different BTs? #17675
    Gavalakis
    Keymaster

    Hello,

    There is no difference between having multiple instances of same BT vs having multiple instances of different BTs, since each one of them is its own instance anyway. I hope that makes sense 🙂

    Let me know. Thanks.

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    in reply to: Animator target agent #17669
    Gavalakis
    Keymaster

    Hello,
    Please note that the “Play Animation Simple” action task works with the legacy “Animation” component (which means you have to have the Animation component attached on the gameobject otherwise you will get an error).
    If you want to use animations and for the non-legacy “Animator” component, please use the action tasks under the “Animator” category, instead of the “Animation” category.

    Let me know if that helps and works for you. Thank you.

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    in reply to: Runtime Sub-Behaviour Tree #17664
    Gavalakis
    Keymaster

    Hello,
    All sub-behaviour trees used in a parent graph are instantiated automatically.
    Do you rather mean a way to activate and deactivate a sub-behaviour tree node?

    Can you please explain a bit more.
    Let me know, thank you.

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    in reply to: [Request] Groups features #17604
    Gavalakis
    Keymaster

    Hello,

    1) This is something that is planned to implement.
    2) It is already possible to make the color show in the graph editor. To do so please increase the Alpha of the color, which by default is 0 (0 Alpha is used as the default value for the default color).
    3) Are you referring to a group that is made into notes specifically to edit the notes text rather than the title text (just to confirm).

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    in reply to: FSM SendEvent(string) stopped working. #17603
    Gavalakis
    Keymaster

    Hello again,
    Does this happen only in this graph/case, or none of the Send/Check events work in the project?
    Is it possible to please send me your project (support_AT_paradoxnotion.com) to see what is going on (or even a small reproduction)?

    Thank you.

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    Gavalakis
    Keymaster

    Great! Thank you for letting me know!

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    in reply to: Parallel node does not work correctly on first run #17601
    Gavalakis
    Keymaster

    Hello again,
    Yes, this is a fine way of doing this. This is what the Repeat nodes are for. The extra logic the Parallel runs with this setup is negligible performance-wise. I could potentially also add a policy/option in Parallel for Repeat, to either work as it currently does (default) or be possible to replicate the above behaviour without the need of using Repeaters for convenience.

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    in reply to: [Request] Better editor scripting support #17600
    Gavalakis
    Keymaster

    Hello again,
    Yes, that would be included in the next version.
    Your OnSceneGUI implementation is fine, however it can be implemented in a way so that the OnSceneGUISelected is also called in Edit-time (I presume it is better than only be called in play-mode). I will look into this.

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    in reply to: FSM SendEvent(string) stopped working. #17588
    Gavalakis
    Keymaster

    Hmm. That is weird. Are you certain that the “Check Event” conditions are active at the time the event is sent please?
    Are both Send and Check Events the “string” version, meaning “Send Event (string)” and “Check Event (string)”?
    Are there maybe any other logs (errors, warning) that would be related?

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    in reply to: [Request] Better editor scripting support #17587
    Gavalakis
    Keymaster

    Yes the task inspector use a custom made inspector UI and the graphs are also serialized with a custom serialization system instead of Unity native, and this is why OnValidate is not fired like it would. However adding your suggestion is easy. To do this now, please open up TaskEditor.cs and add this line of code just after line #169.

    Here is the code nearby to get a full view where to add it (its the last line here)

    Let me know if that works for you.

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    in reply to: Parallel node does not work correctly on first run #17585
    Gavalakis
    Keymaster

    If you want a Parallel root and have its children repeat forever, may I then suggest to use a Repeat “forever” decorator at each child of the Parallel like in the image below? In this case the “Repeat” option in the Parallel has no effect and the Policy is also pretty much irrelevant since the decorators repeat their child nodes forever.
    ParallelRepeatForever

    Let me know if this is the behaviour you are after.

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Viewing 15 posts - 1 through 15 (of 2,717 total)