Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by south_nj_unity · Oct 16, 2010 at 07:23 PM · aiangryantbehave

Behave sub-trees

I'm using AngryAnt's Behave, and I have several sub-trees, but when I have them called I don't see the Action's handler called. I've instantiated the main tree and the sub tree, and have the main tree's Tick() method called in Update(). I don't call the sub-tree's Tick() method because that would defeat the purpose of the main tree determining whether or not to call the sub-tree.

public class NonInteractiveCharacter : MonoBehaviour { private Behave.Runtime.Tree nicSelectorTree = null; private Behave.Runtime.Tree idleTree = null;

 void Awake () 
 {
     nicSelectorTree = BLNICLibrary.InstantiateTree(
         BLNICLibrary.TreeType.NonInteractiveCharacters_NICSelector, 
         new NICSelectorAgent());

     idleTree = BLNICLibrary.InstantiateTree(
         BLNICLibrary.TreeType.NonInteractiveCharacters_Idle, 
         new NICIdleAgent());
 }

 // Update is called once per frame
 void Update () 
 {
     nicSelectorTree.Tick();

     // I shouldn't have to call idle's Tick method since it's called 
     // from the above selector tree
     //idleTree.Tick();
 }

}

Thanks in advance, Scott

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image LokiFirebringer · May 16, 2012 at 04:24 PM 0
Share

I have the same problem. I can't find anywhere on his site about this issue.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by ivanhoe1982 · Jan 20, 2013 at 10:45 PM

I'm not 100% sure if it is the same issue, but I experienced something similar and I believe that adding the subtree to the list of trees handled by the agent blueprint class (in library properties) fixed it. With the blueprint came virtual method calls instead of reflection I think, maybe this is the only way it works.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Using Behave to alert other AI 1 Answer

How do I get 'Behave' (from AngryAnt.com)to work with Unity 2.6? 4 Answers

Scaling AI for Many Actors/Agents 1 Answer

enemy stopping then repathing 0 Answers

AngryAnt Behave: Tree gets resetted 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges