Read the wiki for usage information
fian46 / addons-btree Goto Github PK
View Code? Open in Web Editor NEWVisual Behavior Tree
License: MIT License
Visual Behavior Tree
License: MIT License
Read the wiki for usage information
While I edit BTree, I add param with type Number
to Priority Condition
node. From time to time, the param automatically turns into Text
type and breaks the tree logic.
For now, I just convert the param into int
in task_xxx function. But, this is still annoying. It'd better to have this fixed.
var succeed_if_has_los = task.get_param(0) as int
My environment: MacOS Big Big Sur 11.6 + Godot Engine v3.3.3.
if idx < 0 and idx >= params.size():
This is found in each of the three get_params function in runtime.gd. The dependent code never runs because if idx = -1 (or lower) then it cannot also be >= 0 (or higher).
I believe the line should be:
if idx < 0 or idx >= params.size():
debugger will not show active when selecting the same BT instance
Hello friends,
I have created this issue because I would like to thank you for creating this addon. It's really good especially for a guy who comea from Unreal Engine world.
I know obviously that this addon is still in beta but I would like to provide some feedback.
The biggest problem currently is that the documentation doesn't cover all of the btree nodes, which limits how much a user can do with them.
For example I want to use a selector in my behavior tree to switch between different states but I have no idea how to call the selector to switch states.
I have been able to work around the issue by switching trees based on state but it would be nicer to have selector working. Other than that, I like the addon and I hope that you will continue developing it.
Thank you and have a nice day :D
Hello,
Do you have any plans to update this wonderful plugin for the new version of Godot?
Yesterday I tried to adapt it for Godot 4.1, but I couldn't get a working version.
I wanted to try your addon but get the following Error while opening the godot project:
SCRIPT ERROR: _process: Invalid call. Nonexistent function 'is_playing_scene' in base 'EditorInterface'.
At: res://addons/btree/init.gd:144
I use Godot v3.2.2 stable_win64 and Version 1.1.8 of your plugin.
Currently BTree node should must be set as a child of a node with script. I hope we can assign any accessible variables in that script to the parameters list of a task node in BTEditor.
I'd like to work on having the btree show the current state of the current node (by colour) for ease of debugging and experimentation.
Do you have any thoughts on how best to send updates from the running game code (runtime.gd) to the tool graphnodes, in order to update the colors? Apparently add_autoload_singleton() can work, but I've not had any luck.
*Great add-on, by the way. It's working nicely for my project.
when I use "enable" property to disable/enable a tree at runtime. the re-actived tree didn't restart its traverse. and continue to evaluate the task func when its disable happen, and the is_init() hasn't been called at this time.
need an option to decide whether to restart a tree completely if it's recovered from disable status.
The usage of this feature could be summarized as following quotation.
https://www.gamasutra.com/blogs/ChrisSimpson/20140717/221339/Behavior_trees_for_AI_How_they_work.php
init - Called the first time a node is visited by its parent during its parents execution. For example a sequence will call this when its the node’s turn to be processed. It will not be called again until the next time the parent node is fired after the parent has finished processing and returned a result to its parent. This function is used to initialise the node and start the action the node represents. Using our walk example, it will retrieve the parameters and perhaps initiate the pathfinding job.
process - This is called every tick of the behaviour tree while the node is processing. If this function returns Success or Failure, then its processing will end and the result passed to its parent. If it returns Running it will be reprocessed next tick, and again and again until it returns a Success or Failure. In the Walk example, it will return Running until the pathfinding either succeeds or fails.
Is it possible to assign different color for each node? And provide a preset of colors as shortcut.
Hey fian46.
Could you add for Search Node bar to have arrows or something to go to next/previous node with the same function name?
Cant seem to find how to do it now. Just a little speed to the workflow like you did for jump to source.
Hey fian46,love your addon! My nodes seem to disappear when i move to a different panel like Script or 2d.
This was before fixed with saving while i was in the Tree Editor,but since this new version 1.1.0 this does not seem to work.
Did you change the way saving was done or is this a bug?
I will be using the old version until this issue is fixed,but am excited to test out debugger when its working.
As soon as i enable the plugin (cloned from repo) my output is spammed with:
res://addons/btree/Editor/rtree.gd:200 - Invalid call. Nonexistent function 'write' in base 'Control (client_debugger.gd)'.
running godot 3.4
Hey fian46,i tested your new commits,and it seems that saving is broken again.Nodes dissapear even when saved in the editor.Or in further inspection they dissapear only when saved,if not saved only not saved ones dissapear.
I see you are planning to release it on Asset Library.Hope you can fix that bug before than.
I really appreciate the work, but I found it is hard to connect nodes by drag and drop.
It looks I have to point my mouse cursor to the top edge of each connector node to drag out out of the line. And it is really hard to drop the line to other node.
If the drag-and-drop areas could be bigger and more obvious, it would be great.
My environment: MacOS Big Big Sur 11.6 + Godot Engine v3.3.3.
I was just wondering if it can be a better approach to process the tree on a fixed step.
Hi! Thank you for this awesome plugin! This is a small recommendation of renaming task.failed to task.fail. The tenses of these verbs are not consistent. The past tense of fail is failed. The past tense of succeed is succeeded. If you like the proposal and would like me to make a PR I would be happy to!
Hi fian46.
I was wondering,could there be a way to integrate Goal Oriented Action Planning into this addon.
I know there is one made for Godot but it does not have ease of use like this addon does. If you dont want to integrated with this,could you base a different addon that uses GOAP?It would be a killer AI combination.
Just asking,big fan of this addon and what you have done.
Hello! I would like to be able to add a description of sorts for general decorators.
Something akin to this.
I find when the trees sequences gets big/nested it would be nice to have a quick way to know what each sequence does.
I started to work on adding one, but somewhere in loading the data back in the editor my trees got corrupted haha so I reverted it all back.
A succeeder will always return success, irrespective of what the child node actually returned. These are useful in cases where you want to process a branch of a tree where a failure is expected or anticipated, but you don’t want to abandon processing of a sequence that branch sits on. The opposite of this type of node is not required, as an inverter will turn a succeeder into a ‘failer’ if a failure is required for the parent.
Hi fian46,i found a bug in hot reload,i tried to print "first" than change it to "second",that worked like in the video,but than i tested i you dont press save it will keep printing "second" with "first" even though first is its parameter.I tried fixing it by saving and it keeps printing the same thing.
This helps to add the project directly as a git submodule on project's addons folder
Hi fian46.
I was wondering if you can make undo work inside of the editor,cause now it kind of returns you to the last edited tree and if its not a hassle could you maybe link the node with a script when pressed (with CTRL+some combination) to send you to the scripting tab and shows you the function that its using? That would be a nice quality of life feature,would save much time.
I just added this and find it buggy with external code editor. I am using vs code
and the function
in task
did not update when i change the function name or add new function. Works well with internal code editor though.
First off, congrats on a great library. The one in the assetlib leaves a little to be desired (Its got hardcoded paths to the authors D: drive, doh) but this works just great. The question I have is twofold, does this support a blackboard, or some sort of backing store for state. The secondly, is it possible to instantiate a behavior tree such that its not part of the scene graph?
It would be really helpful.
The basic nodes like selector, sequence, task and inverter are self explanatory but what about the other nodes?
The range, count, while, priority selector and priority condition nodes are not obvious. Count node, does it count for ticks or seconds? Does while only return success of failed? Why does priority need a condition and how is it different from using a while node?
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