BT seems to get "stuck" until clicked on

Forums 💬 NodeCanvas ⚙️ Support BT seems to get "stuck" until clicked on

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  • #19210
    thelebaron
    Participant

      Im currently using the latest version. Anyway I switched from behaviordesigner and Im running into a somewhat strange bug where using the behaviour trees, my ai characters it will get stuck on a custom node until I click the gameobject in the editor, where it resumes the action.

      https://www.youtube.com/watch?v=VPwc1xvlf_Y&feature=youtu.be
      another video(better quality but a little less clear when it happens)
      http://youtu.be/iu4Y5QB5Y2o

      ok video quality is way worse than I thought it would be: what happens npc’s shoot each other, the remaining surviving npcs should resume their patrol and break off from the pursue task but it just sticks on the pursue task unless I click them individually. Anyway this is reproducible, I can upload the whole project if necessary. How do I fix this?

      the pursue task code:

      #19216
      Gavalakis
      Keymaster

        Hello,

        I really appreciate all the information provided, but it’s a bit hard to tell whats going on :/
        Can you please send me some reproduction project ( info_at_nodecanvas.com )?

        Thanks a lot,
        Gavalakis Vaggelis

        #19215
        thelebaron
        Participant

          Hi, I sent an email with a link to the project and details on how to reproduce it.

          #19214
          Gavalakis
          Keymaster

            Hello,

            Sorry for being late.
            I have replied to your email.
            Please let me know.

            Cheers!

            #19213
            sanity
            Participant

              Hi I am having the same problem right now, could let me in on what was causing it?

              #19212
              sanity
              Participant

                NVM! I think I figured it out… finny that I’ve been gnawing on this for 2 hours and got it 10 mins after posting here…

                Essentially the GameObject got destroyed after I checked if it was null but before my outside ISense mono-behavior updated its list of objects in sense, so my node canvas grabbed null from it and tried to run with it.

                I added a null check to the guilty Action task and that solved it.

                #19211
                Gavalakis
                Keymaster

                  Hello,

                  Glad to know it’s solved for you.
                  By the way, make sure to use CheckUnityObject in case you are actualy checking a UnityObject for null, instead of CheckVariable.

                  Cheers!

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