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Ah, using that inside a decorator should give me some of what I need. Although if I wanted to have something that did not reset the entire subtree...
Ah, so we are talking two different types of interrupts then ? One parallel and one Decorator based , both of which may be needed in the same...
So , in essence an interrupt which just stops everything in place, bails out and forces tree re-evaluation is not really possible with 1.x ?
Heh, yeah, The Arges systems tuts were the ones I looked at before. At one point the person who wrote them suggested that you had said Decorators...
Ah, ok so I should set the Parallel "Component Completion" to One and Child Completion to "Success of Failure" to achieve what you are suggesting....
Ah, Ok, that's unfortunate! So assuming that I cannot , at this point migrate to 2.0 , is there any real technique that I can use to properly...
Hello Emil, I thought I had resolved it , but unfortunately it seems my solution was not correct. Here is the image again...
Hello All, So I have been struggling with this problem for a while now, I need to program interrupts into my behavior tree that are executed every...
Really ? No one knows ? :(
So this is a query I have plastered literally everywhere I can on the internet, I even bugged Emil about it on his twitter (Sorry Emil, didnt mean...
So, I have a behavior tree that looks like this : http://imagebin.org/278510 The Actions marked in Red are basically Perpetually Running...
So you're suggesting that the .name property is the parent game objects property and has nothing to do with the actual components ?
So, I have an audio system set up wherein I have loaded all my audio clips centrally and play them on demand by passing the requesting...
Is there any place in the Unity documentation where detailed performance analyses of different methods and techniques can be found ? Since I have...