Corrupt node in behavior tree

Forums 💬 NodeCanvas ⚙️ Support Corrupt node in behavior tree

Viewing 8 posts - 1 through 8 (of 8 total)
  • Author
    Posts
  • #19445
    edamiani
    Participant

      Hey there, for some reason one of the nodes in my behavior tree has been corrupted as this image shows:

      Error screenshot

      When the corrupted node appears in the screen, an error and three warnings are constantly emmited (as the screenshot shows), and the blackboard background vanishes.

      Any idea on what might have happened here? How can I fix this, since I can’t select that node?

      Thanks and best regards,
      Edgard

      PS: I downloaded the 1.5.9d version, and it came with the Version1.5.8.cs file, is this correct?

      #19452
      edamiani
      Participant

        The screenshot link wasn’t recognized, so here it is:

        https://www.dropbox.com/s/w9cyqinsmyesk91/Screenshot.jpg?dl=0

        #19451
        Gavalakis
        Keymaster

          Hello,

          As it seems you are still using an older version, both for the reason you mentioned (.cs file) but it also reads 1.5.8 at the bottom right.
          Can you please update to the latest version and let me know if the problem persists?

          To do so always make sure to:
          1. Delete the original NodeCanvas folder (MAKE SURE you don’t have any of your files in those folders)
          2. Update from the asset store
          3. Restart Unity

          It’s always good thing to keep a backup.

          Let me know,
          Gavalakis Vaggelis

          #19450
          edamiani
          Participant

            Hi, Gavalakis, thanks for the answer. Indeed, for some reason I updated the plug-in through Asset Store, but it imported the 1.5.8 version, go figures.

            Now I imported the 1.5.9 version, but the corrupted node’s still there — any ideas on what can I do to fix it?

            Thanks and best regards,
            Edgard

            #19449
            edamiani
            Participant

              Hey Gavalakis, as a follow-up: I resetted my project according to my Github repo, and everything got back to normal. Then, I updated the NodeCanvas (deleting the older version first), played a few minutes with the scene and the corrupted node appeared again (I believe the repository’s NodeCanvas version is 1.5.8).

              I’ll reset the project again and see if I can track down exactly when the behavior tree messes up.

              Best regards,
              Edgard

              #19448
              Gavalakis
              Keymaster

                Hello,

                I am trying to reproduce this error here but to no avail.

                Do you remember the action task type that you had assigned there?
                Here is something to check please.

                I suppose that the action use on this node was an ExecuteFunction one.
                With that in mind, please open up ExecuteFunction.cs and comment out the whole property named info which is at the very start of the class. If it wasn’t an ExecuteFunction task, simply open the .cs file of whatever action it was and do the same (comment out info property).

                Please let me know if this fix the UI hanging up and thus letting you select the node. Uncomment everything back once you have replaced the action.

                Thanks

                #19447
                edamiani
                Participant

                  Hi, I commented out the info property, then I was able to select and delete it (though the UI errors persisted, and I had to switch to a different object and then come back to it to verify that the node was deleted).

                  I have no clue why it happened, though both instances of the same Execute Function task were involved. Here are some details about the method:

                  – Has three enum arguments and returns a bool.
                  – All of the enums were added to the Configure Types window, but to my surprise all of my custom types disappeared (though they keep being shown correctly in the behavior tree window).

                  I’ve made further tests, and looks like it’s working fine now. Let’s see what future awaits. 🙂

                  Thanks for the help!
                  Edgard

                  #19446
                  Gavalakis
                  Keymaster

                    Hello again,

                    Thanks a lot for provided further information on the matter and Im also glad that it’s fixed for you.

                    I will investigate this issue further on my side to make sure that nothing fanky is going on somewhere 🙂
                    Will also check the possible reason why your added types in the Type Configurator were removed. This has no effect on your trees whatsoever though. It simply acts as a “shortcut” for when you have to select a type, so tha you don’t search through the whole assembly (like when you do when you add a type in the configurator) each type you want to do so. It is strictly a UI convenience thing 🙂

                    Thanks again. Let me know if you find any more issue.

                  Viewing 8 posts - 1 through 8 (of 8 total)
                  • You must be logged in to reply to this topic.