That error is originating from AIDestinationSetter which is coming from A* Pathfinding Project.嘿贾斯汀,当使用 Behavior Designer Pro 时,当我删除或禁用游戏对象时会发生错误。
That error is originating from AIDestinationSetter which is coming from A* Pathfinding Project.嘿贾斯汀,当使用 Behavior Designer Pro 时,当我删除或禁用游戏对象时会发生错误。
I was thinking window function more like say the Ragdoll Wizard, where I can do everything in the editor and the window stays on top. I've been fighting this Bd pro window constantly going behind the editor when I'm trying to work is annoying, If I dock DB pro the visual errors drawing lines and such along with losing mouse functionality inside the bdpro editor window becomes a nightmare, but if floating it works mostly fine, but then im battling it going behind the unity editor and its driving me mad. I honestly had enough about 3 hours and haven't bothered even using it again since. there seems to be no middle ground in interface that allows for a comfortable work experience. well unless you have a couple monitors or whatever but I don't have this issue on anything else. this is why I was asking about maybe adding a toggle in BD pro to keep it above unity no matter what, I'm not all that familiar with unity utility windows, mostly I just use the Inspector for whatever tools I make.. but from a quick google search it looks like this isn't a big deal to implement, But I don't know enough about how BD pro works, If I ever open it again I'll probably just add it myself, no worries..If you have the editor open you can drag into the window - just make sure no other floating windows are also over the drag area as those will then become the focus.
NullReferenceException: Object reference not set to an instance of an object
Opsive.Shared.Utility.Serialization.DeserializeFields (Opsive.Shared.Utility.MemberVisibility visibility, System.Func`3[T1,T2,TResult] onValidateTypeCallback, System.Func`4[T1,T2,T3,TResult] onValidateCallback) (at <620570833a2a4ea8bc912f709a95d49a>:0)
Opsive.BehaviorDesigner.Runtime.Utility.SaveManager.Load (Opsive.BehaviorDesigner.Runtime.BehaviorTree behaviorTree, Opsive.BehaviorDesigner.Runtime.Utility.SaveManager+BehaviorTreeSaveData saveData, System.Action`1[T] afterVariablesRestored, System.Collections.Generic.Dictionary`2[TKey,TValue] variableByNameMap) (at ./Packages/com.opsive.behaviordesigner/Runtime/Utility/SaveManager.cs:587)
Yes, that would be great. I think @Cheo already identified that issue though and I'll send you the fix.Hi again Justin, first a question, should I open a new thread for further discussion?