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0.2.1
0.2.1
- behavior trees: show condition success state within components in nodes
FSMs
Some Usage Notes
- Adding Nodes/Layers: Right click on the graph, context menu.
- Adding components to nodes: Right click node,
Add Component. You will be presented with a search menu. - Edit Node/Layer name: Double click name, or right click node -> Edit Name
- Create/remove node transition to self (repeating): Right click node, Create/Remove self transition
- Delete transition: Select transition, on the Connection Editor, press the bin button
- Connecting Nodes: Left click from border of node to another node
- Panning: Middle Click or Right Click (hold)
Some context menu options may be greyed out depending on whether the context allows it.
Documentation
Known Issues
- When creating FSMs it's possible to create illogical flow, (i.e in->out->in layers), please try to keep it to original flow design you can see in original FSMs.
- Some FSMs in
uiare not yet supported. className,fsmName,addAllTransition,addTransition,EnableBaseAllTransition,EnableBaseTransition,EnableFalseComponentare NOT supported, check the log window when that happens (there should be a prompt)- You should always check that the export was correct on the fsm level, just to make sure no original data was dropped, just incase there is a bug.
BTs (Behavior Trees)
Currently viewing only.
Note: data from RandomSelectorEmNode is not shown.
Message Files
- Scene (placement) message files are not supported
- Files that store data rather than entities (text_* files).
- files in
behaviorparamare not supported since they're basically different entities for every single file