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+11
Planned

Behavior Editor Freeze Error - Stack Overflow error message

Solos Interactive 2 months ago in Behavior updated by Marti (Lead Developer) 1 month ago 22

Hi there. There seems to be an issue with the behaviour editor - whenever I attempt to "create", either a task, decorator or anything else, the entire editor window freezes.

This is the first time I've tried working on Behavior, up to now I've focused on the Stats, General and Melee modules. It could be due to the Unity version, however you would have to advise on this.

Thanks

+4
Under review

Behavior - Condition - Can see layer or tag

rexdefuror 1 month ago in Behavior updated by Marti (Lead Developer) 1 month ago 2

Summary:

It would be very useful, and make the perception module more versatile if instead of simply using TargetCharacter for Can See condition, there would be a condition to check if the object can see anyone within a tag or layer.

+1
Under review

Behaviour Bug

Andi Rutz 4 months ago in Behavior updated by Marti (Lead Developer) 4 months ago 1

For some reason, the invoker passes as null and won't detect the character.

Error coming. 

NullReferenceException: Object reference not set to an instance of an object
GameCreator.Melee.ActionMeleeAttack.InstantExecute (UnityEngine.GameObject target, GameCreator.Core.IAction[] actions, System.Int32 index) (at Assets/Plugins/GameCreator/Melee/Mono/Actions/ActionMeleeAttack.cs:21)
GameCreator.Core.IAction.InstantExecute (UnityEngine.GameObject target, GameCreator.Core.IAction[] actions, System.Int32 index, System.Object[] parameters) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IAction.cs:21)
GameCreator.Core.IActionsList+<ExecuteCoroutine>d__9.MoveNext () (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:107)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <d815b7efac424eeb8e053965cccb1f98>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
GameCreator.Core.IActionsList:Execute(GameObject, Action, Object[]) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:91)
GameCreator.Core.IActionsListEditor:OnInspectorGUI() (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:204)
GameCreator.Behavior.NodeEditor:PaintInspectorActions() (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:251)
GameCreator.Behavior.NodeTaskEditor:OnInspectorGUI() (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeTaskEditor.cs:37)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

+1
Fixed

Object reference not set to an instance of an object

赵西瓜 5 months ago in Behavior updated by Marti (Lead Developer) 4 months ago 4

NullReferenceException: Object reference not set to an instance of an object
GameCreator.Core.MultiSubEditor`2[TEditor,TTarget].UpdateSubEditors (TTarget[] subInstances) (at Assets/Plugins/GameCreator/Core/Editor/Extensions/MultiSubEditor.cs:30)
GameCreator.Behavior.NodeEditor.ActionsAvailable () (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:691)
GameCreator.Behavior.NodeEditor.GetBodyHeight () (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:307)
GameCreator.Behavior.NodeEditor.GetNodeHeight () (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:597)
GameCreator.Behavior.NodeEditor.GetNodeRect (GameCreator.Behavior.BehaviorWindow window, GameCreator.Behavior.Node node) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:656)
GameCreator.Behavior.NodeEditor.GetNodeInputRect (GameCreator.Behavior.BehaviorWindow window, GameCreator.Behavior.Node node) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:666)
GameCreator.Behavior.NodeEditor.PaintNodeOutputConnections (GameCreator.Behavior.BehaviorWindow window) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:637)
GameCreator.Behavior.NodeEditor.PaintNode (GameCreator.Behavior.BehaviorWindow window) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/Nodes/NodeEditor.cs:428)
GameCreator.Behavior.BehaviorWindow.PaintNodes () (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/BehaviorWindow.cs:160)
GameCreator.Behavior.BehaviorWindow.OnGUI () (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/BehaviorWindow.cs:108)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <9a184ab867bb42c296d20ace04f48df3>:0)
UnityEditor.HostView.Invoke (System.String methodName) (at <9a184ab867bb42c296d20ace04f48df3>:0)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <9a184ab867bb42c296d20ace04f48df3>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <9a184ab867bb42c296d20ace04f48df3>:0)
UnityEditor.DockArea.OldOnGUI () (at <9a184ab867bb42c296d20ace04f48df3>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Boolean canAffectFocus) (at <57fa7f4ad1c34ed185465e0a9f71c244>:0)
UnityEditor.AssetDatabase:SaveAssets()
GameCreator.Behavior.BehaviorGraphEditor:CreateNode(Node) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/BehaviorGraphEditor.cs:233)
GameCreator.Behavior.BehaviorGraphEditor:CreateTask(Object) (at Assets/Plugins/GameCreator/Behavior/Editor/BehaviorTree/BehaviorGraphEditor.cs:171)
UnityEditor.GenericMenu:CatchMenu(Object, String[], Int32)

+1
Answered

Behavior Graph - Visual Debug

Rodrigo Machado 6 months ago in Behavior updated by Marti (Lead Developer) 5 months ago 1

First of all, sorry for the work that I must be generating for you lately with so many doubts. I'm sorry.

I believe this is not a failure, but my "Behavior Graph" is not transmitting a visual debug as shown in the examples, videos and tutorials.

I think I needed to enable some option, what could it be?

Thanks for the quality support

Answer
Marti (Lead Developer) 5 months ago

Hi Rodrigo; 

In order to make the graph appear like in the video (with blue, red and green outlines), two conditions must be met:


- You have the Behavior Graph opened

- You have a character with the Behavior component  selected

Your issue is most likely the latter one. You need to select a scene game object with this behavior graph attached in order for the Behavior module to know which object you're referring to. Remember that a Behavior Graph can be attached to as many scene objects as you want.

Cheers!

0

Behavior condition's Can't add scene objects only assets?

CJWorkshop 1 week ago in Behavior 0

Hey, 

Is it not possible to add scene objects to a behaviors conditions? 


I am trying to make a block disappear when a variable bool is activated, but it won't allow me to select the variable from the scene tab. The scene tab doesn't appear like it does in a normal conditions. 

0

action stopped after back to it

mo D 1 week ago in Behavior updated 1 week ago 1

Case:

Hello, I'm working on a simple AI behavior, the character will patrol and attack enemy when they can see one. The patrol was working fine as well as the attack behavior. 

After the enemy died, the character does go back to patrol node in the behavior, but It will not move.

I tried to unchecked the "Wait Until Arrived" in the Actions, the patrol action will process and the character will rotate to the markers, but it is still not move at all.

I tried to increase the "wait [x] second", the result is the same as the above.

But it is weird when the character contacts to another enemy, the "Move To Target" and "Attack" behavior will work correctly. The only problem is the "Patrol" behavior.

I really have no cue what caused the problem, please help me, thank you!

Scene:

Actions:

Behavior component:

Behavior tree:

0
Answered

walk around and face to target

mo D 3 weeks ago in Behavior updated by Marti (Lead Developer) 3 weeks ago 1

Hello,

I'm using bahavior module making an NPC. 

How can I make the npc walks around and face to the target?

Like the NPC can lock on a target

Thank you

0
By Design

Problem with the "marker" in Unity 2019.4

Steve Nock 4 weeks ago in Behavior updated by Marti (Lead Developer) 4 weeks ago 9


This is quite a difficult one to explain.  It took a long time to narrow down what I believe is the issue.

If you watch the video linked you will see the problem:- 

(please note:  The above youtube video is set to unlisted so that no one can see it without a link)

I could not work out if it was a marker issue, or Gaia 2019.  I created a few test platforms to see if I could narrow it down (please note:  It works perfectly in the examples (hide and seek) included with the behaviour module)

My second Gaia 2019 terrain failed in the same way.  It was a simple terrain, moderately flat with no obstacles.  The patrolling character walked on it easily but got stuck at the marker.  I had not used CTS this time, or imported any extra assets (Just Gaia 2019, Game Creator and Behaviour (plus Unity 2019.4.2f1).

I then decided to experiment on what I knew worked.  I loaded up the hide and seek scene from the examples and took out the floor and replaced with a flat terrain object.  It still worked fine.  I added a little gradient under marker 1 on the terrain and it still worked.  I then removed marker 01 and replaced it with a new marker 01 (so it had been created in 2019.4.2f1) and it worked, but there was a difference.  When the character stopped at the new marker 01, he then slid along the terrain for a short distance (I kept the offset on the marker to 0 just like the original marker).  The patrolling character only did this on a marker created in Unity 2019.4.2f1.  The other five markers he stopped on the spot with no sliding.

I think that is what is causing the issue with my patrolling character getting stuck.  Cheers

0
Answered

Action for Characters to respond to all characters with a certain tag?

brolol.404 1 month ago in Behavior updated by Marti (Lead Developer) 3 weeks ago 3

I am considering buying the behavior, melee, shooter and stats modules but I am looking for a specific capability before making the purchases. I am looking to have multiple NPCs face off against each other in team combat, so I need a way for each character to get alerted, move to and attack any character that enters their “can see” radius with a certain tag. Is this possible? Are there “can see tag”, “attack tag”, “shoot at tag” etc actions specific to GameObject tags instead of just having Character actions only target the player or other specific Game Objects? For example, the tags would be “TeamA” and “TeamB”. If not, how would I accomplish multiple NPCs to team up and fight each other with these modules?