Just starting out and I found this page (https://opsive.com/support/documentation/behavior-designer/referencing-scene-objects/) about using Find to populate a variable that other tasks can use. I have a behavior tree on an enemy. While Find returns success the other task, Within Distance, never does. If I change Within Distance to use a tag instead then it works so it seems like the variable idea with Find isn't working. I don't wish to do this in code. What kind of debugging can I do to see why Find returns success, I assume this means it was able to find the object in question and set it, but why Within Distance fails.
Something I noticed when running is I get this error right away:
The behavior "Behavior" on GameObject "Player(Clone)" contains no root task. This behavior will be disabled.
UnityEngine.Debug:LogError(Object)
BehaviorDesigner.Runtime.BehaviorManager:LoadBehaviorComplete(Behavior, BehaviorTree)
BehaviorDesigner.Runtime.BehaviorManager:EnableBehavior(Behavior)
BehaviorDesigner.Runtime.Behavior:EnableBehavior()
BehaviorDesigner.Runtime.Behavior:Start()
However, the "Player" game object is the thing we're Finding on the enemy's behavior tree. The Player doesn't have a behavior tree and I wouldn't want the player to have the behavior tree so not sure why I'm getting this error message.
Something I noticed when running is I get this error right away:
The behavior "Behavior" on GameObject "Player(Clone)" contains no root task. This behavior will be disabled.
UnityEngine.Debug:LogError(Object)
BehaviorDesigner.Runtime.BehaviorManager:LoadBehaviorComplete(Behavior, BehaviorTree)
BehaviorDesigner.Runtime.BehaviorManager:EnableBehavior(Behavior)
BehaviorDesigner.Runtime.Behavior:EnableBehavior()
BehaviorDesigner.Runtime.Behavior:Start()
However, the "Player" game object is the thing we're Finding on the enemy's behavior tree. The Player doesn't have a behavior tree and I wouldn't want the player to have the behavior tree so not sure why I'm getting this error message.