Hi,
I've looked at the previous examples of creating behavior tree at runtime, but my usecase is to be able to create an ExternalBehaviorTree asset at editorTime and generate the tree using code at editor time.
The Tree doesn't seem to save after using code similar to what you have shown in https://opsive.com/forum/index.php?threads/how-to-build-a-behaviourtree-at-runtime.1477/#post-7178 this post, probably since it's not happening at runtime. I also probably need to save the graph data somehow, so similar to how you save the graph using the editor tool i suppose
Is there some documentation i can refer to on creating it at editor time. My usecase is to generate a behavior tree based by parsing external data like that on an excel sheet, and have that behavior tree saved inside of unity as an ExternalBehaviorTree asset
I've looked at the previous examples of creating behavior tree at runtime, but my usecase is to be able to create an ExternalBehaviorTree asset at editorTime and generate the tree using code at editor time.
The Tree doesn't seem to save after using code similar to what you have shown in https://opsive.com/forum/index.php?threads/how-to-build-a-behaviourtree-at-runtime.1477/#post-7178 this post, probably since it's not happening at runtime. I also probably need to save the graph data somehow, so similar to how you save the graph using the editor tool i suppose
Is there some documentation i can refer to on creating it at editor time. My usecase is to generate a behavior tree based by parsing external data like that on an excel sheet, and have that behavior tree saved inside of unity as an ExternalBehaviorTree asset
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