Behave 1.4 released
So obviously I ended up not spending more time on that RPG thing… 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 primarily holds runtime optimizations, fixes and tweaks. Specifically I would like to highlight the ability to mark components as “instant”. 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.
Anywho, get it on the asset store and remember to rebuild your libraries after installing.
The rest of the changes follow:
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.
You’ll find a link to the package in the download section. Have fun!
WOUHOUU!!!
Awesome news, can’t wait to test it!
And BTW, congratulations for your baby girl!
Thanks. I hope you find the release useful
Thanks. Is this script free to use in commercial projects?
I’m seeing the old “Error running gmcs: Cannot find the specified file” whenever I try to build a library. Mac OS 10.7.2, Unity 3.4.2f2. Fresh install, no weirdness with permissions in the Unity and project folders.
I checked out the repo on github, but it seems it hasn’t been updated since Behave 1.2.
Grateful for any help.
@Peter:
I’m just using the .net API to run the compiler routines. Please report the issue you’re seeing to Unity. Maybe you installed the editor in a non-standard install directory which is not supported?
@Arsen:
When you access the package on the asset store, you’ll be given the license details.