oldmanwizard
New member
I've been stuck on this for so long. I've tried everything I can think of. I'm a novice so if anyone could give a thorough explanation that would be great thank you for your time
Update: I've forgotten to make the Sequence low priority. Since then I've done so and still have troubles. Now the Has Entered Trigger task shows an X with a circle around it.
So I shouldn't set sequence to low priority?Not "low priority", it is "conditional abort", which is actually higher priority.
So I shouldn't set sequence to low priority?
My apologies I meant "lower priority" not "low priority".Find the opsive video about conditional aborts. Calling it "low priority" shows a lack of understanding of how conditional aborts work.
Its working for you now, but you do not know why. This will help you in the future.
Using a Lower Priority abort type is correct. If you have the circle with the X around it then thing are working properly - it is being reevaluated and when the agent enters a trigger it'll output the log statement.Update: I've forgotten to make the Sequence low priority. Since then I've done so and still have troubles. Now the Has Entered Trigger task shows an X with a circle around it.
Behavior Tree restarting when Complete. | Behavior Tree (not) restarting when Complete | Behavior Tree restarting when Complete | |
Does not work Tested with any kind of abort type | Does not work Tested with any kind of abort type | Works ✔ |
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
public void OnTriggerEnter(Collider other)
{
Debug.LogError("Enter collider " + other.name, other);
}
}