BD 2.0.2 issues

Cheo

Active member
Hello, after toying a little bit with BD Pro this afternoon, I found a few issues which I show in this video :


In summary :
-The Save and Load feature doesn't work as expected, or at least not in the relevant demo scene. I get this error when pressing Load after Save :

C#:
[Exception] NullReferenceException: Object reference not set to an instance of an object
Serialization.DeserializeFields() at <620570833a2a4ea8bc912f709a95d49a>:0

SaveManager.Load() at ./Packages/com.opsive.behaviordesigner/Runtime/Utility/SaveManager.cs:644
 642:      }
--> 644:      var sharedVariableValue = saveData.Values[i].DeserializeFields(MemberVisibility.Public);
 645:      sharedVariables[i].SetValue(sharedVariableValue);
 646:  }

SaveManager.Load() at ./Packages/com.opsive.behaviordesigner/Runtime/Utility/SaveManager.cs:457
 456:  // Restore the Graph SharedVariables.
--> 457:  if (Load(behaviorTree, behaviorTreeSaveData.GraphSharedVariables)) {
 458:      loadCount++;
 459:  }

BehaviorTree.Load() at ./Packages/com.opsive.behaviordesigner/Runtime/BehaviorTree.cs:1243
1241:      OnWillLoad(this);
1242:  }
-->1243:  var success = SaveManager.Load(new BehaviorTree[] { this }, saveData, afterVariablesRestored);
1244:  if (OnDidLoad != null) {
1245:      OnDidLoad(this, success);

SaveLoadSceneManager.Load() at /Samples/Opsive Behavior Designer/2.0.2/Sample/Scripts/SceneManagers/SaveLoadSceneManager.cs:157
 156:  // Restore the values.
--> 157:  m_BehaviorTree.Load(agentSaveData.BehaviorTreeSaveData, (BehaviorTree tree) =>
 158:  {
 159:      // Scene objects cannot be persisted to a file. Restore the scene values before the tasks are restored.

InvokableCall.Invoke() at <8e5a634840fd4c6b9a0a867163b727ec>:0

UnityEvent.Invoke() at <8e5a634840fd4c6b9a0a867163b727ec>:0

Button.Press() at ./Library/PackageCache/com.unity.ugui@03407c6d8751/Runtime/UGUI/UI/Core/Button.cs:70
  69:      UISystemProfilerApi.AddMarker("Button.onClick", this);
-->  70:      m_OnClick.Invoke();
  71:  }

Button.OnPointerClick() at ./Library/PackageCache/com.unity.ugui@03407c6d8751/Runtime/UGUI/UI/Core/Button.cs:114
 112:          return;
--> 114:      Press();
 115:  }

ExecuteEvents.Execute() at ./Library/PackageCache/com.unity.ugui@03407c6d8751/Runtime/UGUI/EventSystem/ExecuteEvents.cs:57
  55:  private static void Execute(IPointerClickHandler handler, BaseEventData eventData)
  56:  {
-->  57:      handler.OnPointerClick(ValidateEventData<PointerEventData>(eventData));
  58:  }

ExecuteEvents.Execute[T]() at ./Library/PackageCache/com.unity.ugui@03407c6d8751/Runtime/UGUI/EventSystem/ExecuteEvents.cs:272
 270:  try
 271:  {
--> 272:      functor(arg, eventData);
 273:  }
 274:  catch (Exception e)

EventSystem.Update() at ./Library/PackageCache/com.unity.ugui@03407c6d8751/Runtime/UGUI/EventSystem/EventSystem.cs:530
 529:              if (!changedModule && m_CurrentInputModule != null)
--> 530:                  m_CurrentInputModule.Process();
 532:  #if UNITY_EDITOR

-Connection lines disappear when maximizing a tree window or docking it somewhere else. When doing that at runtime, we get this error :

C#:
[Exception] InvalidCastException: Specified cast is not valid.
UnityObjectControl+<>c__DisplayClass2_0.<GetControl>b__1() at <94efb747d9fe446992c6de906e79d827>:0

BindingUpdater+Binding.Update() at <94efb747d9fe446992c6de906e79d827>:0

BindingUpdater.UpdateBindings() at <94efb747d9fe446992c6de906e79d827>:0

EditorApplication.Internal_CallUpdateFunctions() at <c80d599bb30f4b0bbd7509f2fe905e9b>:0

-The turret's health in the Entities section is too low, and we end up dying after just a second without even understanding what's going on. Might be a bit of a nitpick but I would recommend moving the Spawn button and entity count elsewhere so that it doesn't get hidden by the Stats screen, so that we can easily take a look at it while increasing the entity count.

-Lastly, just like for UCC I hope light baking can be included in the future.

That's all for now, so far despite these issues BD Pro is looking good and I look forward to make ambitious usage of it.
 
Back
Top