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+12
Planned

Behavior Editor Freeze Error - Stack Overflow error message

Solos Interactive 5 months ago in Behavior updated by Marti (Lead Developer) 4 months 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

+6
Under review

Behavior - Condition - Can see layer or tag

rexdefuror 4 months ago in Behavior updated by Maximilian PS 1 week ago 3

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

Invoker not working with behavior + Melee

Aeon FitzGerald 2 months ago in Behavior updated 2 months ago 4

Im telling the invoker to "input melee A" in behavior graph but GC says null reference. 

+1
Under review

Setting perception vision distance and fov from a stat or a variable [proof of concept included]

rexdefuror 4 months ago in Behavior updated by Marti (Lead Developer) 4 months ago 4

The title says almost everything. It would be nice to be able to configure perception at runtime based on either stats or variables.
I have created a proof of concept for vision distance to be read from a stat, which likely has some flaws but it works.

With this I was able to configure vision distance based on a stat which was in turn calculated by a formula.

Proxy Target. This is possibly an extra property which I added because method GetGameObject in an instance of a class  TargetGameObject needs to have a target of type GameObject. Thus I've made it into a field within the perception component. Perhaps there's a better way of handling this or maybe just ignoring the Invoker as an option.

Scripts.

Perception.cs

PerceptionEditor.cs

+1
Under review

Behaviour Bug

Andi Rutz 7 months ago in Behavior updated by Marti (Lead Developer) 2 months ago 4

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 8 months ago in Behavior updated by Marti (Lead Developer) 6 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 8 months ago in Behavior updated by Marti (Lead Developer) 8 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) 8 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

I want to change navigator system in "hide & seek"

joylch3 1 month ago in Behavior 0

Hello, I used your asset "game creator" and "hide & seek". But when I use seek mod, AI can't find the way well, So I want to change navigator to "Pathfinding Project Pro".

How can I change this??

0

Invoker problem

Aeon FitzGerald 2 months ago in Behavior updated 2 months ago 0

How to break a behavior graph, (At least mine, works every time) 

create tree, create action that uses invoker, manually play the action in play mode, boom, the action list is frozen. 

this screenshot is in editor mode, the blue highlight is stuck even when I restart unity.




0

I am trying to keep a Behavior Tree Component within a Prefab

Jon Baxter 2 months ago in Behavior updated 2 months ago 3

I have an NPC Prefab that I would like to have ready to grab and place in my scene, so I can quickly add it into the game multiple times. This prefab has a healing function I created with a Behavior Tree. However, when I put the Behavior Tree into my prefab, the Behavior Tree disappears next time I open it, even if I drag the prefab into my scene and look for it there. I would rather not have to add the Behavior Tree to every NPC prefab I put into the game, because this will slow me down. 

-About the healing function I made: I will add a screenshot. I tried to make it within the prefab's game object, but cannot figure out another way to have the action to repeat. I want all NPCs/Monsters in my game to have this healing function, so I'm working on a way to not have it be so encumbering. The only way I could get this to work was to use the Behavior Component's "On Complete- Repeat Forever" function. It works good this way, but will be bothersome to add to every NPC in the scene.