Instantiate Behavior Tree

Forums 💬 NodeCanvas ⚙️ Support Instantiate Behavior Tree

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  • #18088
    zedz
    Participant

      Hi Forum,

      I have a question about instantiating BehaviourTree. The BehaviourTree was created in my resources folder, and I wish to start it in one of my custom action. I load the BehaviourTree like this:

      But then when I start it:

      The console shows:
      Graph: You have tried to start a graph which is an asset, not an instance! You should Instantiate the graph first.

      My question is, how could I bind(or assign, whichever term we use) the BehaviourTree asset onto an empty gameobject using script? Is there something like: gameobject.addcomponent<BehaviourTree>().AssignAsset(behaviourTreeAsset)?

      #18090
      Gavalakis
      Keymaster

        Hello there,

        As the log states, the BehaviourTree asset, needs to be instantiated before usage.
        So what you can basically do is this:

        While the above will work, if you want to bind the asset to a gameobject more permanently, you can do something like this:

        Let me know if the above work for you 🙂
        Thanks.

        #18089
        zedz
        Participant

          Thank you very much! It works very well XD

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