I’ve been trying to use Behavior for some boss AI, and a feature I’m trying to implement is to have the AI react to signals that can be sent from player actions. This can be done with Wait for or Start on Events, but the issue I’m having is that the data I want to process is in structs and POCOs, which the Blackboard does not give me the option to add.
Hi @thregplant , we’re working on structs and classes support, unfortunately it’s not there yet, hopefully in Q1. For now I’d recommend passing a MonoBehaviour or ScriptableObject that holds the data if that’s an option?
Hi @ShaneeNishry , for the time being I’ll see if I can fit the data I need into the events. Otherwise, I’ll store it in another component and try to access the data with some custom logic.
Also, are there plans to be able to link Scriptable Object references to assets? I believe right now it’s only GameObjects that can be linked directly without being made into variables, and it would be more convenient if I didn’t have to make a new variable for SOs that I know won’t be changed at runtime.
Hi @thregplant,
Looks like we missed that! Thank you. I’ll get a fix for 1.0.6 ![]()
Hi @thregplant ,
I’ve got a fix in for it, I’m just working on improving the support for doing the same with events ![]()
Also I opened a public issue for you: Unity Issue Tracker - Can't select ScriptableObjects assets in LinkFields.
