Unity 5.6: NodeCanvas Intermediate[3] : Transition Into Next State -- Behavior Tree
Vložit
- čas přidán 28. 08. 2024
- Transition into the next state.
This tutorial will lead into an advanced AI course as time goes on, about how to implement a enemy AI with a range attack that can take cover without predetermined spots by dynamically finding them. Along with normal combative AI.
This is a new tutorial series for NodeCanvas Behavior Trees in Unity.
nodecanvas.para...
www.assetstore...
For more help check out the Documentation for NodeCanvas. Using the PDF version allows you to easily search the document to find what you are looking for.
nodecanvas.para...
For questions I am unable to answer please leave them as a discussion in the forum.
nodecanvas.para...
Please leave feedback, questions and comments about where or what you would like to see this tutorial series go.
This series is using Unity 5.6 Click on the link below if you want to download the newest version of unity.
store.unity.co...
I used the Rode USB Microphone to record the audio.
www.amazon.com...
In 2024 this videos are still more useful, than all official Node Canvas documentation and channel. Thank you very much for this series
It may be 3 years old and incomplete, but it is hands down the best tutorial I've found for FSMs and BehaviourTrees with NodeCanvas. I've learned more in the sort amount of time to watch all these tutorials than I have in a week of reading the docs and watching other videos.
I hope you reconsider finishing this tutorial suite on Node Canvas, it looks to be a powerful tool but there isn't any video tutorials besides yours.
Thank you so much for these tutorials! There really are no other proper tutorials for NodeCanvas on CZcams. Hope you can continue this series at some point.
Mike any thoughts if you are going to finish this series as I found it really helpful. Got to the end of this video and was like ohhh noooo!!!! I do hope you were able to recover from your fire though and that you and your family are well.
Thanks man, your tutorials were realy good
You teached us some nice basics :)
It's now time for us to fly by our own wings x)
These tutorials are amazing! learnt so much and have been able to achieve something in unity!
Thanks heaps MikeNspired. So hope to see some more tutorials relating to nodecanvas.
Sorry for anyone following this. I had a fire in my house in June. My computer exploded from the batteries thus losing everything.(Stopped the fire, but it did ruin the carpet, bed, and computer). No gaming laptop = no tutorials..... Soon I'll be making new tutorials, but it may be towards newer Unity asset.
Sorry to hear that. I hope you will get through and go back soon
Thanks for great tutorials, and sorry to hear that. Can you tell what asset did you mean by "newer Unity asset"? Behavior designer?
I do hope you're back on your feet after the fire. Had a couple of floods in my house this year so I can totally empathize! These tutorials are amazing - you should have got the commission on my purchase of NodeCanvas as I only bought it because of your clear how-to's. I've owned Behavior Designer for years and could never get started with it because of the total lack of decent guidance. This I get - but only thanks to you. I do hope you consider picking these up again. There's honestly nothing out there in terms of practical AI design. Maybe try a patreon only course? Also get a Unity affiliate link account and get the percentage of sales that you truly deserve. Wishing you all the very best in whatever you get up to in the future.
Hey! Just reached the end of this series. I'm sad that it ended here but whatever you have provided is really helpful to get started. But the thing I was most looking towards to is how the AI goes around the wall. I can figure it out for a very long time... :(
These are super helpful tutorials and thank you for making them! I have a question, will you be making any tutorials on the dialogue trees any time soon? That's one of the reasons I'd like to purchase node canvas, but there's such scarce documentation/discussion about it that I'm hesitant to buy it. Thank you!
If It came with node canvas I might, but it wont be anytime soon. Sadly the other developers on my team (At work) are caught up, and I am being forced to spend my evenings learning Modo for the next month. So at the moment. The tutorial series is dropped. I am going to make one more video this weekend on very important concepts I haven't covered like variable bindings. I have not looked into dialogue trees so I cannot comment on if its a good buy or not.
Thats such a shame , these tutorials are amazing and there is not much on NC out there. Was hoping you'd do a little on controlling npc mecanim states. Thanks for what you've done so far.
Anyone else getting a message about Assets can't be variables when dragging sphere collider prefabs into conditional? Any way around this? I'm stuck.
did you get unstuck? if so, how? :-) even 1 y later, who knows...
@@alfredcouder8731 I added a collider to my blackboard and used that instead
@@alfredcouder8731 Sorry Al, 1 year later and I don't remember.
What's your thoughts on using NodeCanvas for creating a Quest system. I have the idea of creating a system that would allow you to easily create quests using behaviour trees which you could drop into a QuestManager. This way you could use the same UI and scripts to run all your quests on each level of your game while having the flexibility of NodeCanvas to actually handle the quest logic. I'd like to be able to save each quest as an asset. The whole thing would be run through a QuestManager, it would check it's array of Quests to see if they were complete. A Quest could have child Quests which need to be completed for it to be considered complete. If all Quests are completed, level complete. Do you think that NodeCanvas is the correct tool for this job? I'm new to BTs and FSMs, I'm learning from your tutorials.
Regards,
Mark
Ahh thats a hard question to answer. Off the bat I would say no. I am not informed enough on node canvas to know how that would work. If I think about a quest system I think of the current quest item being static vs the behavior trees ticking every cycle, but i am sure you can change it to only evaluate on certain events. There looks to be alot of tutorials on youtube for c# quest systems. For me atleast I wanted to use behavior trees for "Behaviors" instead of something like a quest system which is more monitoring an objective or progress on attributes. I quick google on behavior trees and quests comes up with not very many results. I would think theres a reason why nobody does it. I still tinkyou can save each quest as an object if you used scriptableObjects to fill up all the quest parameters.
Hey, I actually managed to implement this. It was very simple and allowed me to separate the logic for tracking and managing quests from the actual quest logic which handles the state of the quest i.e. perform actions X, Y and Z to complete the quest, doing action Q will fail the quest - all within the behaviour tree. I'd be happy to share the code with you if you wish. It was very simple and it also enabled me to create a UI controller separate to the manager which handled all the views using a presenter pattern by making use of UniRX ReactiveProperties.
@Mark Baxter, i had done something similar to what you want to do here utilising Custom inspectors with Scriptable objects in unity. being able to create the generic quest types is fairly easy and can be done without it fairly quickly.
Wouldn't it be nice if we could code in real life for enemy attacking.
for beginner, better learn code. for me boring with code for years, now I have fun with this.