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in final build this error is common to appear on bigger project but on small behavior tree it works fine
NullReferenceException BBUnity.UnityBlackboard.BuildBlackboard()
It seems that developers abandoned this project. If anyone has a solution that does not require a complete rebuild of the behavior tree to fix it, that would be great.
https://forum.unity.com/threads/free-behavior-bricks-visual-scripting-editor-for-behavior-trees-ai-npcs.443282/
It might work to store the variables on a Mono script on the GameObject instead of the blackboard, but in that case, I prefer to write raw nodes and throw this asset out the window. I spent almost two weeks building the tree, and when I was proud of it, it worked fine in the editor, but when on build, all my dreams and work got crushed again. F***!
also added at "Scripting Define Symbols" field, "BB_EXPERIMENTAL" did not helped
this asset looked promising but died when developers left it
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The developers do not need to update this tool, because it doesn't need updating.
I was originally getting blackboard errors and other types or errors at first. But it is not the fault of the tool. It was on my setup. There is no specific way to set it up. But probably because of other packages etc the tool did not function right.
Try this tool on a blank project it works out the box.
This is by far the best FREE tool for AI on the store. If it does need updating in the future, I hope the devs do it!
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r
Out of date
5 years ago
rodrigotorres_以前のバージョン 1.0.2 で
Work nice on development, but after export to Android it does'nt work. Using Android Logcat to debug the app, some errors appears in this package. "Latest release date Apr 3, 2019", seems like I have to find another solution.
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y
It's a good asset, but I see some regrets.
5 years ago
yuil7949_unity以前のバージョン 1.0.2 で
Intuitive and easy to use, it is also recommended for first-time users of the Behavior Tree.
Unfortunately, however, my project does not work on IL2CPP.
We don't know what the obvious problem is, so we need careful choice to use it.
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I really love this tool and have used it a few times, so thank you!
In the past its worked fine for me, but with the 2019.4.20f1 (maybe the entire 2019.4 branch), the resource colors for the editor seem to be missing (see my related post in the forums for a screenshot).
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It's better than paid behavior trees like B3 Behavior Tree, but it doesn't implement interruptions. The executor only ticks the root when some task has returned success. This means agents will be locked in their behavior until they're finished before checking for higher priority behavior.
On top of that, the colors in the GUI broke during an update and haven't been fixed so far.
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It basically works like the behavior trees in Unreal Engine 4. It's fairly intuitive if you are familiar with that, though it would be rough starting cold because the documentation is miniscule.
I have a persistent bug where when I make new conditions they don't call the Check function and instead always fail unless I make a completely new behavior. It is able to be worked around... but gosh is it annoying.
Further, I am unable to get or set blackboard values from the script. To work around this I have been making actions that interface with the script and setting the ref to it in the blackboard inspector configuration.
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