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AI Tree - Behaviour Tree for Unity

Discussion in 'Assets and Asset Store' started by TamerlanShakirov, Nov 30, 2022.

  1. TamerlanShakirov

    TamerlanShakirov

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    Create complex AI behaviors using a lightweight and intuitive graph system!

    AI Tree features a unique decorator and service system that allows you to create more complex graphs without losing functionality. For example, creating an interesting NPC using a standard graph system can require up to 30 nodes, while AI Tree allows you to achieve the better result with just 5 nodes. This saves time and simplifies the AI creation process.

    ✔️ NO DLL's: All code are written in C# and open for modifications.
    ✔️ Official detailed youtube lessons: YouTube
    ✔️ Detailed documentation: Documentation
    ✔️ Active real-time support: Discord

    One of the main advantages of AI Tree is the powerful perception and environment query systems. These systems enable you to create incredibly lifelike AI behavior that adapts to changing environments and interacts with other objects in the game world.

    AI Tree provides a convenient and intuitive interface for creating AI using nodes. This tool will help you quickly create complex behaviors and reactions for your characters, as well as configure them for different scenarios.


    Documentation | YouTube | Discord | Twitter

    ✨ Unique Features
    • Environment Query System!
    • Perception System!

    Main Features
    • Intuitive visual tree graph!
    • Over 175 built-in nodes!
    • Ability create custom nodes, decorators and services!
    • Parallel nodes support!
    • Global and local variables!
    • Visual runtime debugger!
    • Extensive documentation and videos!
    • Source Code Included!
    • Powerful API!

    Integrations
    • Adventure Creator
    • A* Pathfinding Project Pro
    • Dialogue System for Unity
    • Mirror Network
    • Photon PUN 2 Network
    • Playmaker
    • SensorToolkit 2
    • Ultimate Horror FPS KIT
    • More coming...












     
    Last edited: Jan 23, 2024
  2. Faizalski

    Faizalski

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    Hi @TamerlanShakirov
    A question on the tool If I may. Can I use the tool to create flying AI? Also is it also usable for nonhumanoid characters?
    How about the extensibility of the Tree graph? Can we create extensions on its current capabilities?
    Thank you,
     
  3. TamerlanShakirov

    TamerlanShakirov

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    Hello, of course you can, AI Tree extremely expandable, it means you can add custom nodes, decorators and ect!

    About flying AI, good idea, at the moment we don't added this node in AI Tree, we defently add it in future updates, also you can do it yourself!
     
  4. Faizalski

    Faizalski

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    Thank you for the answers :) Appreciate it a lot. Will play around with it more this weekend.
     
  5. TamerlanShakirov

    TamerlanShakirov

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    Released new update version 1.1.0!
    Added
    • Local key, create local key without adding it in blackboard.
    • Default Self key in blackboard.
    • Cache of node types, reduced response time of the search window in the tree graph.
    • 37 new tasks:
      • Instantiate task.
      • Destroy task.
      • LineCast task.
      • RayCast task.
      • SphereCast task.
      • BoxCast task.
      • CapsuleCast task.
      • LineCast task.
      • RayCast task.
      • CircleCast task.
      • BoxCast task.
      • CapsuleCast task.
      • AddExplosionForce task.
      • AddForce task.
      • AddForceAtPosition task.
      • AddRelativeForce task.
      • AddRelativeTorque task.
      • AddTorque task.
      • MovePosition task.
      • MoveRotation task.
      • Sleep task.
      • WakeUp task.
      • AddForce task.
      • AddForceAtPosition task.
      • AddRelativeForce task.
      • AddTorque task.
      • MovePosition task.
      • MoveRotation task.
      • Sleep task.
      • WakeUp task.
      • PlayClipAtPoint task.
      • Animaton CrossFade task.
      • Animaton CrossFadeInFixedTime task.
      • Animator SetFloat task.
      • Animator SetBool task.
      • Animator SetInteger task.
      • Animator SetTrigger task.

    Updated
    • Default key colors in blackboards.
    • Menu items order.
    • Node descriptions (support local key).

    Fixed
    • Bug with search window, when adding two same ending folder.
     
    Last edited: Feb 2, 2023
  6. TamerlanShakirov

    TamerlanShakirov

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    AI Tree 1.1 Feature Highlights!
     
  7. VeryHotShark

    VeryHotShark

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    Hello,
    I wanted to ask whether custom nodes uses UnitySerialization or your Custom Serialization?
    I'm currently using NodeCanvas which has its own serializer and I have problem with Using SerializeReference Attribute.
    I have a custom task called CastSkill and I want it to have Skill field which is an Interface and can have multiple subclasses. I want my custom task inspector to display correctly each subclass properties when I pick them.
    Does SerializeReference works in your plugin?
    Thank you
     
  8. TamerlanShakirov

    TamerlanShakirov

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    Hello, yes AI Tree support [SerializeReference] attribute and all built-in Unity attributes. AI Tree uses Unity serialization.
     
    Last edited: Dec 27, 2022
  9. VeryHotShark

    VeryHotShark

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    Thank you for your reply, I will consider buying your asset :) it looks really cool, especially when coming from Unreal Engine, And If i Understand correctly the Parrarel Nodes are like Services in Unreal Engine yes?
     
  10. TamerlanShakirov

    TamerlanShakirov

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    Updated documentation for AI Tree! Check out with new version!
     
  11. TamerlanShakirov

    TamerlanShakirov

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    Released new update version 1.1.1!
    Added
    • Manual save and auto save mode.

    Fixed
    • Bug with initializing sync keys.
     
  12. itchyYeti

    itchyYeti

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    Hi,
    (1) I seem to be unable to delete keys in the blackboard once created. I.e there is a "new key" button for creating them but can't find any "delete key"... pressing backspace or del on my keyboard also doesn't work.

    (2) Regarding the "parent" field for keys, the documentation says "Parent in this field, you can put a parent Blackboard from which all its keys will be available.". In that case, this is a property of the blackboard, not the individual keys. Why is this field set in the "key" window panel and not the blackboard panel?

    (3) Could you add to your documentation examples of the [ShowIf()] attribute? in particular not clear what types of comparer statements are valid... e.g how to do ShowIf( myInt, ">3")?
     
    Last edited: Feb 3, 2023
  13. itchyYeti

    itchyYeti

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    Hi @TamerlanShakirov. Could I get some assistance in deleting a key from a blackboard?
     
  14. TamerlanShakirov

    TamerlanShakirov

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    New video tutorial about Perception System in AI Tree!

     
  15. TamerlanShakirov

    TamerlanShakirov

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    New video tutorial about Environment Query System!

     
  16. TamerlanShakirov

    TamerlanShakirov

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    Release new huge update 1.2!

    One of the main advantages of new update is the powerful perception and environment analysis systems. These systems enable you to create incredibly lifelike AI behavior that adapts to changing environments and interacts with other objects in the game world.

    Added
    • Environment Query system.
    • Voice communication between AI's.
    • Apex integration.
    • Vector2, Long, Short keys.
    • Graph mini-map.
    • Playground demo.
    Updated
    • AITree.Perception namespace deprecated, use AITree.PerceptionSystem instead.
    • AITree.DetectionSignals namespace deprecated, use AITree.PerceptionSystem instead.
    • AITree.Keys namespace deprecated, use AITree instead.
    • Save button in Behaviour Tree editor window.
    Fixed
    • Collection nodes in groups.
     
  17. TamerlanShakirov

    TamerlanShakirov

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    Try new Environment Query System!
    ATSS_EQS.png
     
  18. TamerlanShakirov

    TamerlanShakirov

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    Release new huge update 1.3!
    Added:
    • AI Way system for static pathfinding.
    • Custom update mode by specified ticks.
    • Conditional loop decorator.
    • Compare blackboard keys decorator.
    • Object tag conditional decorator.
    • Cone check decorator.
    • Is at location decorator.
    • One time execution decorator.
    • NavMesh has path decorator.
    • Blackboard methods:
      • bool Contains();
      • bool TryGetKey(name, out Key);
      • bool TryGetKey<T>(name, out T) : T is Key;
      • bool TryFindKey(name, out Key);
      • bool TryFindKey<T>(name, out T) : T is Key;
    • Abstract ConditionDecorator class to create custom conditional decorators.
    • Handler for identical names in blackboard.
    • Context delete button in blackboard.
    • Open sub behaviour of RunBehaviour task by double click.
    • Add node creation by releasing edge.
    • Environment Query System sampling.

    Updated:
    • Improved speed of behaviour tree editor.
    • GUI drawing of inspector.
    • Loop decorator.
    • Time Limit decorator.
    • KeyDetailsWindow, remove 'Entry' prefix from fields.
    • Removed obsolete types and assemblies.

    Fixed:
    • Empty blackboard.
    • A* Pathfinding Project integration.
    • Processing multiple observer decorators.
    • Selection decorator at runtime.
     
  19. L0GICBit

    L0GICBit

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    Question: Does the decorator IsAtLocation return true if I use position and 0.5 when the BTObject is within the range? What does the Vector represent in the blackboard condition?
    Will it return true if position of the BTObject is within a distance of 0.5 of the Target? I don't understand how you are to perform logic with your system. There is no indication what is left or right of the comparator. I assume left of the comparator is the BTObject (gameobject with BT) but doesn't the position refer to the BTObject position not the Target? Do I have to add a blackboard variable and set it to the targets position? If so how? I have zero clue how to set a blackboard key value to the target's position soI can compare the values.

    Why don't you have documentation? Tooltips would suffice in most cases. Your documentation is lacking any of the decorators except for 3 of them. It's time consuming having to guess and use trial and error. It also cost you support cycles which cost you money. It would be great if we could answer our own questions using the docs.

    upload_2023-5-1_7-58-17.png
     

    Attached Files:

    Last edited: May 1, 2023
  20. TamerlanShakirov

    TamerlanShakirov

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    Hi, Check out our tutorials they very much describe the principle of operation of all major systems in detail.
    As for the text documentation, the update came out a few days ago and the documentation just didn't have time to update. We will add new changes in the coming days.

    I highly recommend watching the video tutorials about AI Tree.
     
  21. anehta

    anehta

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    upload_2023-6-11_20-21-41.png
    what are u doing?
     
  22. TamerlanShakirov

    TamerlanShakirov

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    This function is executed once only on Editor launch for caching the necessary information, while it is running, it does not affect performance.
     
    Last edited: Jun 13, 2023
  23. anehta

    anehta

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    Not once dude. This function is running at every reload domain timing
     
  24. TamerlanShakirov

    TamerlanShakirov

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    Yes, we checked it, and you are right, there is one condition missing, which is why it is called every time the script is recompiled. Thanks for you report, we have already fix this function. The update will be available soon.
     
  25. TamerlanShakirov

    TamerlanShakirov

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    Update | Version 1.4.0p1 | Date 17.06.23

    Changelog:
    • Updated internal packages ExLib and Apex to newest versions.
     
    Last edited: Jul 29, 2023
  26. TamerlanShakirov

    TamerlanShakirov

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    Update | Version 1.5.0 | Date 27.07.23

    Added
    • SensorToolkit2 integration.
    • Ultimate Horror FPS KIT integration.
    • Decorator icons.
    • Decorator and Service nodes creation window.
    • Send message task.

    Updated
    • Parallel nodes.
    • AI perception sight config.
    • Node enum properties hiding.
    • Run behaviour task.
    • Playground bot behaviour tree.
    • Decorator view hightlighting.

    Fixed
    • Auxiliary nodes.
    • Runtime node visualization.
    • AI Perception replaceable property.
    • Setup parent reference.
    • Editor node initializing.
    • Running empty behaviour tree without root node.
     
  27. imaginationrabbit

    imaginationrabbit

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    Posts:
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    Hello- new user to Ai Tree, looks great!

    Quick question, is it possible to set Blackboard variables from external scripts at runtime? If so, what is the way you recommend doing this?

    I want to use AiTree to create a simple crowd system that is configurable by the games player- so to enable/disable different branches of the ai tree I want to set bools on the blackboard externally to enable/disable branches of a "master" tree all the agents will use.

    I don't think it is possible to "build" an ai tree BT at runtime so I've chosen this path. To create a master tree with all branches then let the player enable/disable them etc.

    Thank you.
     
    Last edited: Aug 23, 2023
  28. TamerlanShakirov

    TamerlanShakirov

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    Hello, sure you can use AI Tree API.
    Code (CSharp):
    1. public class Example : MonoBehaviour
    2. {
    3.    [SerializedField]
    4.    private BehaviourRunner runner;
    5.  
    6.    private void Start()
    7.    {
    8.        Blackboard blackboard = runner.GetBlackboard();
    9.  
    10.        // Set key by name.
    11.        if(blackboard.TryFindKey<BoolKey>("YouKeyName", out BoolKey boolKey))
    12.        {
    13.            boolKey.SetValue(true);
    14.        }
    15.  
    16.        // Find all keys of blackboard.
    17.        foreach(Key key in blackboard.Keys)
    18.        {
    19.            // Try cast to bool key.
    20.            if(key is BoolKey boolKey)
    21.            {
    22.                boolKey.SetValue(true);
    23.            }
    24.        }
    25.    }
    26. }
     
  29. TamerlanShakirov

    TamerlanShakirov

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  30. TamerlanShakirov

    TamerlanShakirov

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    Llam Academy released new video in which shows the work of the behavior tree based on AI Tree!

     
  31. TamerlanShakirov

    TamerlanShakirov

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    The new version 1.8.0 is ready and sent for release! The new version will be available for download within a few hours. This update will bring a lot of new tasks, the number of which increases to 175! Improved stability, performance and much more!
    Added
    • Creation of nodes C# script templates.
    • Max node view width.
    • All selector manipulator in tree graph.
    • Editor window icons.
    • Component and gizmos icons.
    • KeyQuery field drawer.
    • Delete context menu for nodes.
    • Audio tasks:
    • AudioMuteTask
    • AudioPauseTask
    • AudioPlayTask
    • AudioStopTask
    • PlayRandomSoundTask
    • PlaySoundTask
    • SetAudioClipTask
    • SetAudioLoopTask
    • SetAudioPitchTask
    • SetAudioVolumeTask
    • Debug tasks:
    • DebugLogTask
    • DebugDrawLineTask
    • DebugDrawRayTask
    • GameObject tasks (GO prefix):
    • GOActivateTask
    • GOAddCompTask
    • GOCreateObjectTask
    • GODestroyCompTask
    • GODestroyObjectTask
    • GODestroySelfTask
    • GODetachChildrenTask
    • GOFindChildTask
    • GOFindClosestTask
    • GOFindTask
    • GOGetChildCountTask
    • GOGetChildTask
    • GOGetDistanceTask
    • GOGetNameTask
    • GOGetParentTask
    • GOGetRootTask
    • GOGetTagTask
    • GOSetParentTask
    • GOSetTagTask
    • Math tasks:
    • BoolFlipTask
    • FloatAbsTask
    • IntAbsTask
    • IntClampTask
    • RandomBoolTask
    • RandomFloatTask
    • RandomIntTask
    • SampleCurveTask
    • GetACosTask
    • GetASinTask
    • GetAtan2FromV2Task
    • GetAtan2FromV3Task
    • GetAtan2Task
    • GetAtanTask
    • GetCosTask
    • GetSinTask
    • GetTanTask
    • PlayerPrefs tasks (PP prefix):
    • PPDeleteAllTask
    • PPDeleteKeyTask
    • PPGetFloatTask
    • PPGetIntTask
    • PPGetStringTask
    • PPSetFloatTask
    • PPSetIntTask
    • PPSetStringTask
    • Quaternion tasks (QRot prefix):
    • QRotGetEulerAnglesTask
    • QRotEulerTask
    • QRotAngleAxisTask
    • QRotFromToRotation
    • QRotInverseTask
    • QRotMultiplyByVectorTask
    • QRotMultiplyTask
    • Transform tasks (Trfm prefix):
    • TrfmGetAngleToTargetTask
    • TrfmGetPositionTask
    • TrfmGetRotationTask
    • TrfmInverseDirectionTask
    • TrfmInversePointTask
    • TrfmSetScaleTask
    • TrfmDirectionTask
    • TrfmPointTask
    • Vector2 tasks (V2 prefix):
    • V2GetLengthTask
    • V2GetXYTask
    • V2SelectRandomTask
    • V2SetValueTask
    • V2SetXYTask
    • V2AddTask
    • V2AddXYTask
    • V2ClampMagTask
    • V2InvertTask
    • Vector3 tasks (V3 prefix):
    • V3GetXYZTask
    • V3GetLengthTask
    • V3SelectRandomTask
    • V3SetValueTask
    • V3SetXYZTask
    • V3AddTask
    • V3AddXYZTask
    • V3ClampMagTask
    • V3InvertTask

    Updated
    • Improved decorator highlighting.
    • Improved multiple grouping.
    • Improved Node Inspector window title drawing.
    • Improved key drawer.
    • Improved Way Point task.
    • Improved runtime visualization.
    • Improved Blackboard window.
    • Improved KeyDetails window.
    • Improved Blackboard Viewer window.
    • Improved Behaviour Runner API.
    • Improved Behaviour Tree API.

    Fixed
    • BlackboardSetup (Experimental feature)
    • Inspector missing script delete button function.
    • Blackboard window then nothing is selected.
     
    Last edited: Oct 12, 2023
    TonyLi likes this.
  32. TamerlanShakirov

    TamerlanShakirov

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    The new version 1.8.1 is available for download!
    Updated
    • Improved performance and stablility.
    • Improved graph visualization algorithm.
    • Menu item paths Tools/Renowned Games/<name> -> Tools/<name>.

    Fixed
    • Groups undo deleting.
     
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  33. TamerlanShakirov

    TamerlanShakirov

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    The new version 1.8.4 is available for download!
    Added
    • Default icon for task nodes.
    • New Blackboard Details window.

    Updated
    • Node type cache ignoring of abstract node implementations and null script assets.
    • Behaviour tree window:
      • Support of dropdown assets with multiple behaviour tree with same name.
      • Nicify title of behaviour tree name.
      • Improved selection logic.
      • Support of multiple windows.
      • Support lock state.
    • Blackboard window:
      • Align the top of the foldout container.
      • Remove search icon.
      • Support selection from BehaviourRunner.
      • Support of adding keys at playmode.
      • Added label of selected blackboard reference.
      • Support of multiple windows.
      • Support lock state.
    • Blackboard asset inspector editor.
    • Improved auto loading built-in window styles.
    • Replaced icon of BlackboardViewer window with classic blackboard icon.
    • Key details window is obsolete, but still support and supported until next major update.

    Fixed
    • Auto opening Node Inspector window from Behaviour Tree window when Node Inspector windows has not focus.
    • Hiding key query drawer in new created projects.
    Updated
    • Improved performance and memory management.
    • Improved stability of blackboard window.

    Fixed
    • Empty dropdown of key if call it via node inspector.
    Updated
    • Improved performance and stablility.

    Fixed
    • Selecting associated keys in play mode through graph nodes.
     
  34. nehvaleem

    nehvaleem

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    Wow, an Unreal Engine tree/icon design with video covers resembling Unity's own :) It feels kind of weird to have ue style icons/assets in the Unity project.
    That being said, It seems interesting. I like how UE handles these things, especially when it comes to the EQS. It might be worth checking.
     
    TamerlanShakirov likes this.
  35. TamerlanShakirov

    TamerlanShakirov

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    During development, we researched different game engines and draw inspiration from different sources in order to implement the most convenient tool. We implemented all the most interesting features like EQS, Perception System and etc.
     
  36. hardcore_GrAy

    hardcore_GrAy

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    Hi, how do I fix this error ? I don't know what I gotta do here. Screenshot 2023-10-30 at 18.38.54.png
     

    Attached Files:

  37. TamerlanShakirov

    TamerlanShakirov

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    Hello can you describe the steps you have taken, after which such an error appears?
     
  38. hardcore_GrAy

    hardcore_GrAy

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    I just used this tree here. I also have another script on an object that changes a key if the player enters a certain zone.
    Th error appears only when I press play.
    Screenshot 2023-10-31 at 16.34.25.png
     
  39. ikemen_blueD

    ikemen_blueD

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    Jan 19, 2013
    Posts:
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    so far the most updated Behavior system with full source and applied some new techs ^^ Can you support another pack like 2D Formations, 3D Formations, Vehicle AI, ...
     
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  40. MoRanLiuAi

    MoRanLiuAi

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    Could you please add the demo scenes on WebGL into package? It was the reason that I bought this asset and I found it hard to start without full demo scenes XD.
     
    TamerlanShakirov likes this.
  41. TamerlanShakirov

    TamerlanShakirov

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    Sorry for the delay in responding. The error is caused by the fact that after startup the play mode could not clone the tree. This can be caused by a number of reasons, possibly an error in the tree asset file itself. AI Tree has automatic error detection, and often allows you to automatically eliminate some of them. Does it happen to you that the tree shows a warning for errors in the tree?
     
  42. TamerlanShakirov

    TamerlanShakirov

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    Thanks! If you like the asset, please leave a positive review in the asset store, it helps a lot to develop the project.
    As for your suggestion, of course yes, we are happy to add new features, besides we are open to create integrations with existing assets. You can drop your suggestions or links to existing assets and we will contact their developers and try to agree on the creation of native integration.
     
  43. TamerlanShakirov

    TamerlanShakirov

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    Of course, we are already working on this, in the near future all demos will be available to all AI Tree users for free!
     
  44. yaroslavattacher

    yaroslavattacher

    Joined:
    Feb 3, 2019
    Posts:
    1
    Hello! Got a problem on version 1.8.7: behaviour tree loads way too long in editor mode: it's still fine when running build. P.S. The cursor's flickering when loading scene or enabling gameObject with behavior, maybe that'll help you figuring out the problem.
     
  45. paifu

    paifu

    Joined:
    Jul 15, 2012
    Posts:
    23
    I just got AI Tree it is a nice robust product and very easy to use.

    I would love to get more Composites tho, specialy a Switch based on enum.
    (Execute only one child based on the provided int or enum and return its status)

    A Probability Selector :
    (Select a child to execute based on its chance to be selected and return sucess or pick another child if failed)

    Also to create an Utility AI tree based on weights:a Priority selector:
    (Execute the child with the highest utility weight, if it fails continue with the next utility weight).
     
    TamerlanShakirov likes this.
  46. TamerlanShakirov

    TamerlanShakirov

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    Posts:
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    Hello
    Hello, sorry for the delay in responding. I recommend that you connect to the discord server and send a short video.
     
  47. TamerlanShakirov

    TamerlanShakirov

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    It's a good idea, we'll definitely do it.
     
  48. TamerlanShakirov

    TamerlanShakirov

    Joined:
    Feb 1, 2017
    Posts:
    785
    The new versions is available for download!
    Updated
    • Improved performance and memory alloc when spawning/cloning AI.
    • Improved runtime memory alloc while traversing the behaviour tree.
    • Removed [Delete] option from tree graph menu context.
    • Improved performance and stability of editor code.
    Added
    • Custom graph hotkey API.
    • [Backspace] + [Ctrl] hotkey to delete action (for short keyboards like Apple Magic Keyboard).
    Updated
    • Improved compatibility with Unity 2023.
    • Improved stability of behaviour tree window graph.
    Updated
    • Improved wrap node performance and stability.
    • Improved composite node performance and stability.
    • Improved Blackboard inspector editor.
    • Improved Key inspector editor.
    • Improved Playground demo scene.
    Fixed
    • Key value change callback.
    • Blackboard condition observer notify methods.
    • Bug with null reference issue when deleting composite node children.
    Fixed
    • Error when trying to build project.
     
  49. TamerlanShakirov

    TamerlanShakirov

    Joined:
    Feb 1, 2017
    Posts:
    785
    The new version 1.8.9 is available for download!
    Updated
    • Improved support for Unity 2023.
     
  50. TamerlanShakirov

    TamerlanShakirov

    Joined:
    Feb 1, 2017
    Posts:
    785
    Upcoming the new version of AI Tree 1.8.10!