GorkaGames
Member
Apart of the error "InvalidCastException: Specified cast is not valid." that we mentioned on this thread:
https://opsive.com/forum/index.php?...errors-when-exported-and-added-to-prefab.648/
Now I have the following error when I'm lucky and my tree doesn't disappear as mentioned above. And it's that when I enter in Play mode most of the variables of the Tree lose their reference, as if they were not assigned, but they are ok on the editor. It gets a red mark and a red error list on the behavior Editor. The loop error on the console is the following:
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
BehaviorDesigner.Runtime.TaskUtility.GetTypeWithinAssembly (System.String typeName) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.Tasks.UltimateCharacterController.StartStopAbility.OnStart () (at Assets/Behavior Designer/Integrations/UltimateCharacterController/Scripts/Tasks/StartStopAbility.cs:38)
BehaviorDesigner.Runtime.BehaviorManager.PushTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
So basically I can't work with Behavior Trees on 20108.3 (last BD version installed) because either the problem on the thread above that the tree dissapears with the "InvalidCastException" error or if I'm lucky and finally I get the tree, once I enter in play mode I get this error. I have stay with these errors for lot of hours / days and I have tried on Windows, Mac and in new fresh projects also.
https://opsive.com/forum/index.php?...errors-when-exported-and-added-to-prefab.648/
Now I have the following error when I'm lucky and my tree doesn't disappear as mentioned above. And it's that when I enter in Play mode most of the variables of the Tree lose their reference, as if they were not assigned, but they are ok on the editor. It gets a red mark and a red error list on the behavior Editor. The loop error on the console is the following:
ArgumentNullException: Value cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) (at <ac823e2bb42b41bda67924a45a0173c3>:0)
BehaviorDesigner.Runtime.TaskUtility.GetTypeWithinAssembly (System.String typeName) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.Tasks.UltimateCharacterController.StartStopAbility.OnStart () (at Assets/Behavior Designer/Integrations/UltimateCharacterController/Scripts/Tasks/StartStopAbility.cs:38)
BehaviorDesigner.Runtime.BehaviorManager.PushTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunParentTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32& stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus status) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.RunTask (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree, System.Int32 taskIndex, System.Int32 stackIndex, BehaviorDesigner.Runtime.Tasks.TaskStatus previousStatus) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick (BehaviorDesigner.Runtime.BehaviorManager+BehaviorTree behaviorTree) (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Tick () (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
BehaviorDesigner.Runtime.BehaviorManager.Update () (at <9fd26eacf1af4bd8ab9b56956877bd65>:0)
So basically I can't work with Behavior Trees on 20108.3 (last BD version installed) because either the problem on the thread above that the tree dissapears with the "InvalidCastException" error or if I'm lucky and finally I get the tree, once I enter in play mode I get this error. I have stay with these errors for lot of hours / days and I have tried on Windows, Mac and in new fresh projects also.