Behavior Package 1.0.5 Released! Changelog inside

Hello everyone! Just releasing a couple of quick fixes for 1.0.5 (Friday, 8th of November, 2024, 15:40 GMT).

This is very small as it’s a couple of fixes we wanted to get out based on feedback from yesterday’s 1.0.4 release. You can find the changes below:

[1.0.5] - 2024-11-08

Changed

  • Conditional Branch node will log a warning in UNITY_EDITOR if it has no child to run. This can be safely ignored if intentional.

Fixed

  • Repeat While (RepeatWhileCondition.cs) node will correctly start its conditions before checking them, and will not wait forever if its children finished on the same frame.

  • Conditional Branch node will no longer throw exceptions if there is no child set.

For the longer, 1.0.4 changelog from yesterday, you can look here:

6 Likes

Great! Thank you very much for these!

Is it possible to directly set blenshape value with behavior graph?

Hi @Thaina , I’m not too familiar with blendshapes, but you can probably make a node for it pretty easily as you can access anything on a component through the C# implemented nodes :slight_smile:

I wish there would be SkinnedMeshRenderer node directly in behavior graph, so that I don’t need to make C# script for unity own component. Especially BlendShape is very common for animation

Hi @Thaina ,

I’m sorry the tool is lacking nodes you need out of the box. I’m not too familiar with BlendShape but I’m happy to add features users need. I’ll look into it when I’m back at work in the new year. Please feel free to write a bunch of suggestions for nodes / actions you’d like to see and which functionalities they encompass! :slight_smile:

1 Like

For SkinnedMeshRenderer I think we only need to access GetBlendShapeWeight and SetBlendShapeWeight which take int index and get/set float weight

For complete control we might also need to access blendshapecount GetBlendShapeIndex and GetBlendShapeName in Unity - Scripting API: Mesh so that we might get string name from other node to control blendshape

Not sure if BakeMesh and then get that mesh out will have any usage in behavior graph, but maybe if we need a baked mesh to use in other node like VFX system ?

For Renderer in general there is per renderer material data and property that I think it would be amazing to allow behavior graph to control it