Recent content by gumboots

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    Override/custom input system

    Hi Andrew, thanks for the reply! So overriding that allows me to handle what is polled and how, but the system itself is still polling every Update (FixedUpdate?). I see the controller supports networking prediction, so maybe a better question is is there a guide to setting this up? As this...
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    Override/custom input system

    Hi all! I'm wondering if there's documentation anywhere for creating a custom input system for the UCC? I want to use Rewired, but I also want complete control of the input for repeating commands at a later stage, that type of thing. Is this possible? The documentation only seems to list...
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    Do variables carry through referenced behavior trees?

    Hi there! I've been trying to test whether tree variables carry through multiple referenced behaviors if any of them doesn't have that variable defined. I'm getting mixed results which is no doubt due to something in my setup, so I was hoping to get an answer here. That is, if I have a number...
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    Possible unintended serialization

    Hi Justin, apologies for the delay. Switching to JSON the console is spammed with the following error, even if the Behavior Designer Window is simply open, without any behavior selected: String too long for TextMeshGenerator. Cutting off characters. UnityEngine.GUIUtility:ProcessEvent(Int32...
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    Possible unintended serialization

    Hi @Justin, apologies for the delay! Yep, this is the only part that doesn't work. And restarting Unity actually fixes the issue (it's just a bit time consuming). To my untrained eye it looks like the references are correct? (It's the first property, so it would be the first element in the...
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    Possible unintended serialization

    It is my non-mapped property that is null, which is a component on my prefab. Here is the full stack trace: https://pastebin.com/w55gjX6x The Task it errors on is this: using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; namespace MyGame.Gameplay.AI.BehaviorTree.Actions {...
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    Possible unintended serialization

    So it definitely seems like it has to do with SetVariableValue. If I run this and then play I get an `NullReferenceException: Object reference not set to an instance of an object` error. Restarting Unity and the error is gone. So I'm not entirely sure what's happening, but it seems that...
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    Possible unintended serialization

    Nothing in particular, it's just the ability to restart Unity and solve some bugs I'm seeing that points to it. But I have no doubt it's because of my [MappedProperty] attribute, and something happening in there. Prior to getting the BehaviorSource and iterating the SharedVariables, I set the...
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    Possible unintended serialization

    Incidentally, occasionally with my BehaviorTreeReference tasks (of which I've made my own runtime variant): public class BehaviorTreeReferenceRT : BehaviorTreeReference { public SharedNPCController NPCController; public NPCBehavior NPCBehavior; public override ExternalBehavior[]...
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    Iterating through a BehaviorSource's Tasks

    It obviously depends on your target market, but wherever I can, I prefer to drive with code. (I understand the need for a UI for the trees themselves, of course.) While it's bending Behavior Designer a bit, my [MappedProperty] attribute works quite well! I create all the properties I need almost...
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    Possible unintended serialization

    I believe the way they serialize is fine, useful even. If you're working with project level assets, I think it's fairly common to want changes to persist, as they're usually some sort of data stores, right? However I don't believe that storing the value of private fields is correct. To clarify...
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    Possible unintended serialization

    Hi there! I've been doing a bit of work with ExternalBehaviors (I had a thread about it in another forum). And I've encountered some errors that seem to completely vanish with a restart of Unity. A theory of mine is that you're using ScriptableObjects. One behaviour of these (that I discovered...
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    Iterating through a BehaviorSource's Tasks

    Hi again! Another attempt to do something BD wasn't really designed to do... I have broken my rather large Behavior Tree into separate ExternalBehaviors. This is great for modularity! However it is difficult to track SharedVariables, particularly when a new one is added. That is, ensuring all...
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    Handling many mapped variables

    Edit: Bah, nope, still not working properly. Deletes the tree sometimes, or just runs into previous issues. Edit 2: Or maybe it is? Restarting Unity seems to have helped in some way. It could be that my method for testing (rolling back the changes via source control) might have been interfering...
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    Handling many mapped variables

    Thanks Justin, it seems the serialization still isn't taking. (Or I'm misdiagnosing the issue.) Here's the complete Editor class: https://pastebin.com/PtGvRxeQ I'm using it on a prefab, incase it's relevant. And for completeness, here is the Attribute and usage: https://pastebin.com/HtNj3SeY...
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