Welcome to the Game Creator support forum!
This a place to ask questions, discuss ideas and report bugs. Please, provide your Unity and Game Creator versions as well as clear reproduction steps when opening a topic and full console logs.
Em relação ao comportamento (sim, eu tenho o GameCreator instalado e importado e sim, instalei a versão mais recente do GameCreator), ele não aparece no painel para criar o comportamento da árvore, nem os componentes que aparecem nos addcomponets, eu já testei nas versões mais recentes da antiga (2018.4) à mais recente (2019.2), você poderia me dizer onde posso encontrar a árvore de comportamento e seus componentes ou se você pode me dizer se ela não está mostrando erros ou bugs? porque não consigo encontrar nada.
I have enemy AI following a patrol pattern via the Behavior Module. I'm trying to give him the ability to open closed doors that are blocking his path in the NavMesh. I have the idea to put a trigger box around the doors and use an "On Enter" kind of trigger, but I'm not sure how to reconcile this with the behavior module. Each door has a local "Is Open" bool. If "Is Open" is false, but the AI needs to go through it to reach its destination via the NavMesh, I want him to pause his Behavior, trigger an open door animation, and continue the Behavior where he left off. That way, when enemy AI is chasing the Player, they will not be deterred if the Player shuts a door in its face. I'm new to the Behavior Module and have absolutely no idea how to pull this off. Can anyone give any suggestions?
I would do this the other way around. The character should not be aware there's a door there. Just let him or her follow the patrol path.
The door, however, can have a big Trigger "On Enter" as you mention that detects when a character enters and when a character exists "On Enter" Trigger and "On Exit" Trigger. These should play the open door and close door respectively.
If you don't want the doors to appear like automatic doors, you can always play the gesture on the Invoker (character entering the door zone) like it's opening the door with the hand. If you limit the animation to play only on the upper body (using an Avatar Mask) it should look pretty good.
I'm using the Behavior Module and I've been following the online tutorial. My enemy has two types of banter set to run parallel to his actions: banter running parallel to his patrol action, and banter running parallel to when he is following the player. I don't know enough about behavior trees to be sure, but do I need to change the selector node into a sequence node in order to have different parallel actions for both the follow and the patrol actions?
Depends really. If you use a Selector:
It will execute the follow Player as long as the enemy sees it. Otherwise it will enter a patrol state. Selector nodes work like an "IF" condition: "If the conditions on the left are true, execute the left node. Otherwise execute the right node".
If you use a Sequence node it will first execute the left node actions. Once these are finished, it will jump to executing the right node actions. A Sequence would be roughly translated to: "After you finish left node, execute the next one".
Selectors are more suitable for your case. On the other hand, Sequence nodes are usually meant to be used for actions that are executed one after another. For example; when you're patrolling, you may want to make the character stop near a table, grab a cup of coffee, play the animation of drinking it and continue with the patrol. This would be a sequence: Move to table, play gesture "grab coffee", play gesture "drink coffee", continue patrol.
I am making an enemy that will follow the Player around the level and taunt him. I put an Audio Source component on his head. But when I go to use the "Play Sound 3D" action, there are options to attach audio to the Player, a position, and Invoker (not sure what that is), a transform, and a bunch of variables, but I can't see how any of that will help me attach the sound to a moving character who is not the Player. What should I do?
Im not sure, but it seems the perception component detects only the center of the character controller collider, please correect me if im wrong. I want to be able to use any part of the collider or a custom collider to check if its visible beacause right now my 1.8 meters tall player can hide behind a 1m wall just because the center of the character controller is below the 1 meter tall wall. Any thoughts or solutions apreciated. hope it makes sense , Thanks.
I want to create a patrol route for an NPC in my 2D game. However, I can't see a way to refer to Markers within Behaviours.
There's nothing really in the docs on how to use Markers other than to explain what they are.
Does anyone have any guidance on how to use Markers and make an NPC move to one?
In order to control my game play, I need to add to my BT an action that gets a given Quest/task status (active, completed...) and depending of it, returns Failed or Success (then to impact a Decorator rule).
Can you please advise?
The AI acts "stupid".
Have you tried reducing the number of agents? My guess is that you're using Unity's Navigation Mesh. When you tell a character to move to a certain position using the Navmesh AI system, Unity delegates calculating the path to a secondary thread, in case it takes a while, so the game doesn't stall.
Having that many agents is probably increasing the amount of calculations Unity has to make. So, while these paths are being calculated, they follow the previous path.
Very simple tree:
I want the zombie to finish its attack, but this is what happens: https://streamable.com/36hmt
This is actually how it should work. Nodes on the far left take higher priority in the standard behavior tree implementation; so if the distance between the enemy and the player is lower than a certain threshold, it will stop whatever it's doing and jump to the higher priority node.
In order to lock the animation clip, you'll need to make use of a Blackboard variable. Create a boolean variable called "is-attacking" and set it to true before playing the gesture and revert to false when the enemy completes the animation. Also, on the Condition that checks the distance between the player and the enemy, add also a variable check whether the enemy is attacking or not.
This should be a good solution.
I'm looking to turn a character away from running into a wall when either following the player or following a patrol route. Can't find any tutorials covering this specifically and am not familiar with what could help prevent this.
Any help pointing me in the right direction to accomplish this would be a big help since I'm not good on the programming side.
Nevermind, I believe I figured it out with Navmeshes. My bad.
Customer support service by UserEcho