void Start()
{
behaviorTree = gameObject.AddComponent<BehaviorTree>();
behaviorTree.StartWhenEnabled = false;
var entryTask = new EntryTask();
#if UNITY_EDITOR
entryTask.NodeData = new NodeData();
#endif
behaviorTree.GetBehaviorSource().EntryTask = entryTask;
var rootTask = new Sequence();
#if UNITY_EDITOR
rootTask.NodeData = new NodeData();
#endif
behaviorTree.GetBehaviorSource().RootTask = rootTask;
Log log = new Log();
#if UNITY_EDITOR
log.NodeData = new NodeData();
#endif
log.logError = new SharedBool();
rootTask.AddChild(log, 0);
log.text = "try me!...";
behaviorTree.GetBehaviorSource().HasSerialized = true;
behaviorTree.EnableBehavior();
}