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	<title>AngryAnt.com &#187; Behave</title>
	<atom:link href="http://eej.dk/angryant/category/general/behave/feed/" rel="self" type="application/rss+xml" />
	<link>http://eej.dk/angryant</link>
	<description>Game and -AI development</description>
	<lastBuildDate>Thu, 17 May 2012 13:25:33 +0000</lastBuildDate>
	<language>en</language>
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		<title>Behave 1.4 released</title>
		<link>http://eej.dk/angryant/general/behave/behave-1-4-released/</link>
		<comments>http://eej.dk/angryant/general/behave/behave-1-4-released/#comments</comments>
		<pubDate>Wed, 30 Nov 2011 22:36:58 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=772</guid>
		<description><![CDATA[So obviously I ended up not spending more time on that RPG thing&#8230; I did however work on some 3.5 stuff back at Unity, some upcoming demo stuff and baby Lili was born. Meanwhile I spent spare time on Behave rather than the RPG thing, so now 1.4 is ready for release. TADAA! This release [...]]]></description>
			<content:encoded><![CDATA[<p>So obviously I ended up not spending more time on that RPG thing&#8230; I did however work on some 3.5 stuff back at Unity, some upcoming demo stuff and baby Lili was born.</p>
<p>Meanwhile I spent spare time on Behave rather than the RPG thing, so now 1.4 is ready for release. TADAA!</p>
<p>This release primarily holds runtime optimizations, fixes and tweaks. Specifically I would like to highlight the ability to mark components as &#8220;instant&#8221;. The instant flag affects sequences and selectors when moving between child nodes. When an instant child component completes, rather than waiting for the next tick to tick the following child node, the sequence or selector does it immediately.</p>
<p>Anywho, get it on the asset store and remember to rebuild your libraries after installing.</p>
<p>The rest of the changes follow:</p>
<pre>1.4:
 - Fixed decorator incorrectly initializing on every returning tick when tick handler returned Running.
 - Fixed debugger view dependency on active tree editor - causing reported null reference exception.
 - Fixed missing scrollbars on browser window.
 - Reduced logging noise from debug builds.
 - Agent blueprints can now be MonoBehaviour based.
 - Clarified wording on "library not loaded".
 - Now handling reset a bit cleverer - potential performance boost.
 - Changed the default success criteria of Parallel components from SuccessOrFailure to Success.
 - Added "instant" flag to components. Components marked instant will affect sequences and selectors when moving between child nodes. When a child node marked "instant" completes, rather than waiting for the next tree tick to tick the following child node, the sequence or selector does it immediately.
 - The compiler progress bar returns.
 - Editing a Behave asset now focuses the asset browser last instead of the tree editor.
 - Behave can now be installed in any subfolder of Assets - provided its internal folder structure remains intact.
 - Compilation speed improvements.
 - Enabled references across collection borders.
 - Added Tree.DataSize - returning the number of bytes used by a tree instance. This is also displayed in the debugger window.</pre>
<p>You&#8217;ll find a link to the package in the <a href="http://angryant.com/behave/downloads" target="_parent">download</a> section. Have fun!</p>
<p><a href="http://forum.unity3d.com/threads/61849-AI-Behaviour-trees-in-Unity-Behave-1.1-released" target="_blank">Unity forum thread</a>.</p>
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		</item>
		<item>
		<title>Behave 1.3 released</title>
		<link>http://eej.dk/angryant/general/behave/behave-1-3-released/</link>
		<comments>http://eej.dk/angryant/general/behave/behave-1-3-released/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 11:50:06 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=750</guid>
		<description><![CDATA[After quite a long break (including shifting around at utech, doing a Path release etc.), Behave is finally getting another update! This release is primarily a bugfix and editor polish release. One thing I&#8217;d like to highlight though is the addition of agent blueprints. From the changelog: &#8211; Added agent blueprints &#8211; connecting to agent [...]]]></description>
			<content:encoded><![CDATA[<p>After quite a long break (including shifting around at utech, doing a Path release etc.), Behave is finally getting another update!</p>
<p>This release is primarily a bugfix and editor polish release. One thing I&#8217;d like to highlight though is the addition of agent blueprints. From the changelog:</p>
<blockquote><p> &#8211; Added agent blueprints &#8211; connecting to agent handlers through virtual methods rather than reflected handlers.</p></blockquote>
<p>Generally this enables you to more explicitly tie up handlers and cuts down on tree initialization time. Oh and of-course you gain auto-completion when setting up your handlers.</p>
<p>Anyway, here&#8217;s the whole changelog:</p>
<pre>1.3:
 - Fixed priority selector init flag resetting.
 - Fixed reference handling on tree renaming and deletion.
 - Fixed references still pointing at old collection post collection duplication.
 - Fixed compilation of actions and decorators with non-integral float parameters.
 - Fixed GUI list behaviours.
 - Fixed passing context back and forth between referenced trees and referrer.
 - Fixed reordering connections not causing save state to be set.
 - Various GUI tweaks.
 - Runtime optimisations.
 - Enabled scrolling of the tree list in the debugger window.
 - Exposed Tree.ReflectForwards.
 - Added Tree.ResetForwards.
 - Added agent blueprints - connecting to agent handlers through virtual methods rather than reflected handlers.
 - Made connections selectable in the tree editor via the connection nub.
 - Moved connection managing from the inspector to the tree editor, where it is more visible and handy.
 - Added support for disabling connections - for faster, less destructive debugging.
 - Double-click reference component to jump to referenced tree.
 - Changed "Cannot update unregistered tree" handling from an exception to an error message. Still need more info.
 - Now showing string and float parameters in the tree editor if either is set.</pre>
<p>You&#8217;ll find a link to the package in the <a href="http://angryant.com/behave/downloads" target="_parent">download</a> section. Have fun!</p>
<p><a href="http://forum.unity3d.com/threads/61849-AI-Behaviour-trees-in-Unity-Behave-1.1-released" target="_blank">Unity forum thread</a>.</p>
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		<item>
		<title>AIgameDev master class video now online</title>
		<link>http://eej.dk/angryant/general/behave/aigamedev-master-class-video-now-online-3/</link>
		<comments>http://eej.dk/angryant/general/behave/aigamedev-master-class-video-now-online-3/#comments</comments>
		<pubDate>Tue, 25 Jan 2011 14:23:47 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/general/aigamedev-master-class-video-now-online-3/</guid>
		<description><![CDATA[For those of you who didn&#8217;t have a chance to dial in live, but would still like to view the master class I did for AIgameDev last year: The video recording is now available here: http://aigamedev.com/premium/masterclass/unity-behave/. Tweet]]></description>
			<content:encoded><![CDATA[<p>For those of you who didn&#8217;t have a chance to dial in live, but would still like to view the master class I did for AIgameDev last year: The video recording is now available here:</p>
<p><a href="http://aigamedev.com/premium/masterclass/unity-behave/" target="_parent">http://aigamedev.com/premium/masterclass/unity-behave/</a>.</p>
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		</item>
		<item>
		<title>Expanding beta</title>
		<link>http://eej.dk/angryant/general/behave/expanding-beta/</link>
		<comments>http://eej.dk/angryant/general/behave/expanding-beta/#comments</comments>
		<pubDate>Sun, 09 Jan 2011 15:24:43 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=542</guid>
		<description><![CDATA[Due to an increasing number of users, I&#8217;ve decided to expand the Behave beta testing group. You will find more information on this and how to join in the &#8220;Beta&#8221; page of the &#8220;Behave&#8221; section on this site &#8211; http://angryant.com/behave/beta. Tweet]]></description>
			<content:encoded><![CDATA[<p>Due to an increasing number of users, I&#8217;ve decided to expand the Behave beta testing group.</p>
<p>You will find more information on this and how to join in the &#8220;Beta&#8221; page of the &#8220;Behave&#8221; section on this site &#8211; <a href="http://angryant.com/behave/beta" target="_parent">http://angryant.com/behave/beta</a>.</p>
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		</item>
		<item>
		<title>Behave AIgameDev master class public stream</title>
		<link>http://eej.dk/angryant/general/behave/behave-aigamedev-master-class-public-stream/</link>
		<comments>http://eej.dk/angryant/general/behave/behave-aigamedev-master-class-public-stream/#comments</comments>
		<pubDate>Sun, 28 Nov 2010 20:50:30 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=523</guid>
		<description><![CDATA[Hey guys &#8211; as promised, the live stream is now just about ready to go. The clock reads about ten minutes to impact, so join up! The direct link is available in the following forum post: http://forum.unity3d.com/threads/68843-Behave-master-class-on-AIgameDev Tweet]]></description>
			<content:encoded><![CDATA[<p>Hey guys &#8211; as promised, the live stream is now just about ready to go. The clock reads about ten minutes to impact, so join up!</p>
<p>The direct link is available in the following forum post:<br />
<a href="http://forum.unity3d.com/threads/68843-Behave-master-class-on-AIgameDev">http://forum.unity3d.com/threads/68843-Behave-master-class-on-AIgameDev</a></p>
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		<item>
		<title>Behave master class on open AIgameDev stream tomorrow</title>
		<link>http://eej.dk/angryant/general/behave/behave-master-class-on-open-aigamedev-stream-tomorrow/</link>
		<comments>http://eej.dk/angryant/general/behave/behave-master-class-on-open-aigamedev-stream-tomorrow/#comments</comments>
		<pubDate>Sat, 27 Nov 2010 18:08:57 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/general/behave/behave-master-class-on-open-aigamedev-stream-tomorrow/</guid>
		<description><![CDATA[Hey guys. Just a quick reminder here. Tomorrow I am doing the AIgameDev masterclass on Behave (times below). Alex of AIgameDev has been so kind as to make the stream publicly available. That&#8217;s right &#8211; no membership or subscription needed. Notice though that access to the stored video will still require a paid subscription, so [...]]]></description>
			<content:encoded><![CDATA[<p>Hey guys. Just a quick reminder here. Tomorrow I am doing the AIgameDev masterclass on Behave (times below). Alex of AIgameDev has been so kind as to make the stream publicly available. That&#8217;s right &#8211; no membership or subscription needed. Notice though that access to the stored video will still require a paid subscription, so don&#8217;t miss out! Drop by tomorrow.</p>
<p>Keep tabs on this site, as I&#8217;ll be linking to a forum post with the stream link when it&#8217;s available.</p>
<p>Masterclass time: 22:00 European time, 16:00 East Coast, 13:00 Pacific time, 21:00 U.K. </p>
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		<item>
		<title>Interview with AIGameDev</title>
		<link>http://eej.dk/angryant/general/behave/interview-with-aigamedev/</link>
		<comments>http://eej.dk/angryant/general/behave/interview-with-aigamedev/#comments</comments>
		<pubDate>Fri, 29 Oct 2010 17:07:03 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=517</guid>
		<description><![CDATA[November 28th I&#8217;m doing a live interview with Alex Champandard of AIGameDev.com on the subject of Behave. We will be going in depth into how the tool is used, a bit of the back end and do a demo. Drop by. It&#8217;ll be fun! Time: 22:00 European time, 16:00 East Coast, 13:00 Pacific time, 21:00 [...]]]></description>
			<content:encoded><![CDATA[<p>November 28th I&#8217;m doing a live interview with Alex Champandard of AIGameDev.com on the subject of Behave. We will be going in depth into how the tool is used, a bit of the back end and do a demo.</p>
<p>Drop by. It&#8217;ll be fun!</p>
<p>Time: 22:00 European time, 16:00 East Coast, 13:00 Pacific time, 21:00 U.K. </p>
<p><a href="http://aigamedev.com/premium/event/session-behave-unity/">http://aigamedev.com/premium/event/session-behave-unity/</a></p>
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		<item>
		<title>New video: From tree to code</title>
		<link>http://eej.dk/angryant/general/behave/new-video-from-tree-to-code/</link>
		<comments>http://eej.dk/angryant/general/behave/new-video-from-tree-to-code/#comments</comments>
		<pubDate>Sun, 24 Oct 2010 15:24:48 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=512</guid>
		<description><![CDATA[Hey guys! This morning I recorded a video as a guide on how to go from installing Behave to using a behaviour tree in a script. I hope you guys find it useful. From tree to code. Tweet]]></description>
			<content:encoded><![CDATA[<p>Hey guys!</p>
<p>This morning I recorded a video as a guide on how to go from installing Behave to using a behaviour tree in a script. I hope you guys find it useful.</p>
<ul>
<li><a href="http://angryant.com/wp-content/uploads/2010/10/FromTreeToCode.mov">From tree to code</a>.</li>
</ul>
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		<title>Issue tracking on github Behave release project</title>
		<link>http://eej.dk/angryant/general/behave/issue-tracking-on-github-behave-release-project/</link>
		<comments>http://eej.dk/angryant/general/behave/issue-tracking-on-github-behave-release-project/#comments</comments>
		<pubDate>Sat, 23 Oct 2010 16:11:27 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=509</guid>
		<description><![CDATA[Hey guys Per request, I&#8217;ve now set up a means of reporting issues and feature requests. I decided to do this though the github issue tracking system. You&#8217;ll be able to track and report any issues or feature requests at this URL: http://github.com/AngryAnt/Behave-release/issues Similarly, please use the Behave release thread on the Unity forums for [...]]]></description>
			<content:encoded><![CDATA[<p>Hey guys</p>
<p>Per request, I&#8217;ve now set up a means of reporting issues and feature requests. I decided to do this though the github issue tracking system. You&#8217;ll be able to track and report any issues or feature requests at this URL:</p>
<p><a href="http://github.com/AngryAnt/Behave-release/issues">http://github.com/AngryAnt/Behave-release/issues</a></p>
<p>Similarly, please use the Behave release thread on the Unity forums for questions and discussions on Behave:</p>
<p><a href="http://forum.unity3d.com/threads/61849-AI-Behaviour-trees-in-Unity-Behave-1.1-released">http://forum.unity3d.com/threads/61849-AI-Behaviour-trees-in-Unity-Behave-1.1-released</a></p>
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		<title>Behave 1.2 released</title>
		<link>http://eej.dk/angryant/general/behave/behave-1-2-released/</link>
		<comments>http://eej.dk/angryant/general/behave/behave-1-2-released/#comments</comments>
		<pubDate>Mon, 11 Oct 2010 20:15:13 +0000</pubDate>
		<dc:creator>AngryAnt</dc:creator>
				<category><![CDATA[Behave]]></category>

		<guid isPermaLink="false">http://eej.dk/angryant/?p=486</guid>
		<description><![CDATA[That&#8217;s right! I know it&#8217;s only been &#8230; uh &#8230; well less time than I usually take to get it together and push out a new version. But since I was a bit on a roll with the release of Behave 1.1 not too long ago, and given that a last minute bug has snuck [...]]]></description>
			<content:encoded><![CDATA[<p>That&#8217;s right! I know it&#8217;s only been &#8230; uh &#8230; well less time than I usually take to get it together and push out a new version. But since I was a bit on a roll with the release of Behave 1.1 not too long ago, and given that a last minute bug has snuck into that release, I decided to push on.</p>
<p>So here we are &#8211; new version out in a jiffy. What&#8217;s new you say? This is what&#8217;s new:</p>
<pre>1.2:
 - Fixed release building.
 - Added the priority selector, introducing the API points:
    - int IAgent.SelectTopPriority (Tree sender, params int[] IDs);
    - enum BL[LibraryName].PriorityType { PriorityName, ..., Unknown };
 - Added support for branch contexts, introducing the API points:
    - enum BL[LibraryName].ContextType { ContextName, ..., Unknown };
    - int Tree.ActiveContext { get; }
 - Changed IAgent interface:
    - Tick (bool init, Tree sender) -> Tick (Tree sender, bool init)
 - Added "Select asset" button to the standard inspector.
 - Interface polish.</pre>
<p>I&#8217;ll make sure to update the documentation to reflect the new API changes and yes, more is coming on that front.</p>
<p>And yes I will be releasing a new demo project. I just wanted to make it something different, and nice for you guys, y&#8217;know? So hang in there.</p>
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