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private BehaviorTreeBuilder TimerTest() { return new BehaviorTreeBuilder(ai.gameObject) .Selector( WaitTime ) .Sequence( Sequence ) .WaitTime( WaitTime , 1) ...
  • abasov90
  • Opened 
    on Mar 27
  • #111

I hadn t realized that when using Decorator nodes - there can be a bug where the exitLogic of the child node is not called. One alternative, is calling task.End() to call the exitLogic of the child node. ...
enhancement
  • JeremyVansnick
  • 9
  • Opened 
    on Feb 7
  • #110

I managed to do this approach when you code a behavior tree you don t have to call End(), and you don t need to do any manual formatting. The concept is simple, you just need to add this wrapper class ...
enhancement
  • JeremyVansnick
  • 2
  • Opened 
    on Feb 1
  • #108

It would be nice if the visualizer could restore the last selected tree on stop and play. Somewhat annoying to have to re-click the BT button every time you play and stop. To do this the visualizer will ...
enhancement
help wanted
  • ashblue
  • Opened 
    on Nov 9, 2024
  • #107

When I pause the editor, the behavior tree shows all the nodes as inactive. This is unpractical because we want to ideally be able to pause and see exactly what our AI is doing at that particular frame. ...
enhancement
released
  • JeremyVansnick
  • 6
  • Opened 
    on Apr 11, 2024
  • #94

In TaskParentBase we have an End method, but this method does not execute. You can check this in TaskParentTest. So that produces an interesting case when you need to understand was a Parallel task completed. ...
  • eLeSTRaGo-Dev
  • 2
  • Opened 
    on Jan 5, 2024
  • #93

First, Thank you for useful repo. I have issue. Decorated TaskBase does not invoke RemoveActiveTask in decorator. .Decorator(child= { if(!context.CurrentIsDelay() || !context.CanActionTarget()){ ...
  • santutu
  • 2
  • Opened 
    on Dec 12, 2023
  • #92

Current project structure of the repo contains Assets/com.fluid.behavior-tree. The PATH_PROJECT constant in AssetPath.cs is set to Assets/FluidBehaviorTree. Due to this mismatch, the following console ...
released
  • TNThomas
  • 1
  • Opened 
    on Jan 16, 2023
  • #79

It does not seem like there is a way to call Tick() less than every frame, due to the way TimeMonitor just wraps Time.deltaTime. It seems like it should calculate the delta itself in this case.
enhancement
  • wilg
  • 7
  • Opened 
    on Oct 17, 2022
  • #76

our project have a online mode, we sperate our server code out of untiy view code. but fluid-BT uses GameObject as tree owner, i have to change all the owner type to implement this case. can we change ...
  • shanzhi666
  • 2
  • Opened 
    on Aug 17, 2022
  • #75
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