Hey @Ofx360 ! I’m glad you like the package so far
The IL2CPPTypes is needed to keep certain types used from being removed by the compiler / reference them correctly. As for the link file, we forgot to rename it to something more useful I’ll need to check if it’s still needed and get back to you. Sorry!
Just my humble opinion, this package is the most important improvement Unity got over the last year. We work on games here, games have AI. And yet Unity, a game engine, had no tools for AI at all!
You either write them yourself or buy them.
And I tried many of solutions out there (I even sell one myself, he-he) and this behaviour package just better in every aspect.
We had graphics, we had physics, we had networking and now you guys covered the last base and did it great.
The only sad thing is that it doesn’t get all the attention it deserves, Unity doesn’t pitch it as much as other pillars. Hope it was matter of the official release and more and more people will appreciate your work.
Yeah, i figured! Though, i was wondering if its possible to generate those outside of the assets folder? Like in “Temp” within the project folder? That way there isn’t additional files being placed where people are working from, potentially confusing other or being checked into version control unnecessarily
Maybe I misunderstood something, but I can’t pass components to subgraphs – they always end up as ‘null’ there, regardless of whether they are custom or built-in components. Built-in types like strings and booleans, however, work perfectly fine.
Thank you for having added this tool to Unity.
Just a question:
How can I execute a different branch from my code?
I think using messages would be an option. Is there an example of how to use a message from outside?
Thanks.
you can use a Restart If State changed followed by a switch on the state enum, as shown in the second half of the webinar https://youtu.be/sxeqj1HmDaM?feature=shared&t=1650
then in your code you’d do GetComponent<BehaviorGraphAgent>().BlackboardReference.SetVariableValue("State", newState);