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Bt Unity Menu | BtEngineSDK

Bt Unity Menu

Table of contents

1. Introduction
2. Create Node C# Script(s)
3. Create All Node Game Objects
4. Create All Node Game Objects and Node C# Scripts; Attach All Node C# Scripts to Node Game Objects
5. Help

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1. Introduction
Bt Unity Menu are menus embedded in Unity Editor that provides some utility functions to automatically setup behavior tree node components. Behavior tree node components include node game object components and node C# script components. With the utility functions, these node components can be generated individually or can be generated altogether based on the behavior tree/forest structures specified in XML files. After these components have been generated, another utility function is provided to automatically attach all node C# script components to their corresponding node game object components.
2. Create Node C# Script(s)
2.1 Create a forest node C# script
Menu:
Assets->Create->Bt Engine->Forest Node C# Script
Effects:
Create a new forest node C# script by copying from the BtEng\NewForestNode.cs script and appending a copy index to the script name as a suffix.
2.2 Create a tree root node C# script
Menu:
Assets->Create->Bt Engine->Tree Root Node C# Script
Effects:
Create a new tree root node C# script by copying from the BtEng\NewTreeRootNode.cs script and appending a copy index to the script name as a suffix.
2.3 Create a decorator node C# script
Menu:
Assets->Create->Bt Engine->Decorator Node C# Script
Effects:
Create a new decorator node C# script by copying from the BtEng\NewDecoratorNode.cs script and appending a copy index to the script name as a suffix.
2.4 Create a condition node C# script
Menu:
Assets->Create->Bt Engine->Condition Node C# Script
Effects:
Create a new condition node C# script by copying from the BtEng\NewConditionNode.cs script and appending a copy index to the script name as a suffix.
2.5 Create an action node C# script
Menu:
Assets->Create->Bt Engine->Action Node C# Script
Effects:
Create a new action node C# script by copying from the BtEng\NewActionNode.cs script and appending a copy index to the script name as a suffix.
2.6 Create all node C# scripts from a forest xml file and all corresponding tree xml file(s)
Menu:
Assets->Create->Bt Engine->All Node C# Scripts From Behavior Forest Xml
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node C# script to make it distinct in Unity. The appended composite index is “_ForestIndex” for a forest node, “_TreeIndex_ForestIndex” for a tree root node, and “_NodeIndex_TreeIndex_ForestIndex” for a decorator, condition and action node.
Effects:
Create all node C# scripts from all the nodes in a forest xml file, as well as corresponding tree xml files, by copying from BtEng\NewForestNode.cs, BtEng\NewTreeRootNode.cs, BtEng\NewDecoratorNode.cs, BtEng\NewConditionNode.cs, and BtEng\NewActionNode.cs scripts and renaming them with their node names specified in the xml files.
2.7 Create all node C# scripts from a tree xml file
Menu:
Assets->Create->Bt Engine->All Node C# Scripts From Behavior Tree Xml
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node C# script to make it distinct in Unity. The appended composite index is “_NodeIndex_0_0” for a decorator, condition and action node.
Effects:
Create all node C# scripts from all the nodes in a tree xml file by copying from BtEng\NewDecoratorNode.cs, BtEng\NewConditionNode.cs, and BtEng\NewActionNode.cs scripts and renaming them with their node names specified in the xml file.
3. Create All Node Game Objects
3.1 Create all node game objects from a forest xml file and all corresponding tree xml file(s)
Menu:
GameObject->Bt Engine->All Node Game Objects From Behavior Forest Xml
Node Game Object Hierarchy Option:
Select a node game object hierarchy level to create. The “Root Level” contains a single node game object. The “Forest Level” contains a root node game object and all forest node game objects. The “Tree Level” contains a root node game object, all forest node game objects and all tree root node game objects. The “Node Level” contains a root node game object, all forest node game objects, all tree root node game objects, all decorator node game objects, all condition node game objects and all action node game objects.
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node game object to make it distinct in Unity. The appended composite index is “_ForestIndex” for a forest node, “_TreeIndex_ForestIndex” for a tree root node, and “_NodeIndex_TreeIndex_ForestIndex” for a decorator, condition and action node.
Effects:
Create all the forest, tree root, decorator, condition, and action node game objects and hierarchy in Unity Editor from a forest xml file, as well as corresponding tree xml files, with their node names specified in the xml files.
3.2 Create all node game objects from a tree xml file
Menu:
GameObject->Bt Engine->All Node Game Objects From Behavior Tree Xml
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node game object to make it distinct in Unity. The appended composite index is “_NodeIndex_0_0” for a decorator, condition and action node.
Effects:
Create all the decorator, condition, and action node game objects and hierarchy in Unity Editor from a tree xml file with their node names specified in the xml file.
4. Create All Node Game Objects and Node C# Scripts; Attach All Node C# Scripts to Node Game Objects
4.1 Create all node game objects and node C# scripts from a forest xml file and corresponding tree xml file(s)
Menu:
Window->Bt Engine->Setup All Behavior Trees->1. Create All Node Game Objects and Node C# Scripts From Behavior Forest Xml
Node Game Object Hierarchy Option:
Select a node game object hierarchy level to create. The “Root Level” contains a single node game object. The “Forest Level” contains a root node game object and all forest node game objects. The “Tree Level” contains a root node game object, all forest node game objects and all tree root node game objects. The “Node Level” contains a root node game object, all forest node game objects, all tree root node game objects, all decorator node game objects, all condition node game objects and all action node game objects.
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node game object and C# script to make it distinct in Unity. The appended composite index is “_ForestIndex” for a forest node, “_TreeIndex_ForestIndex” for a tree root node, and “_NodeIndex_TreeIndex_ForestIndex” for a decorator, condition and action node.
Effects:
Create all the forest, tree root, decorator, condition, and action node game objects and hierarchy in Unity Editor from a forest xml file, as well as corresponding tree xml files, with their node names specified in the xml files. Create all node C# scripts by copying from BtEng\NewForestNode.cs, BtEng\NewTreeRootNode.cs, BtEng\NewDecoratorNode.cs, BtEng\NewConditionNode.cs, and BtEng\NewActionNode.cs scripts and renaming them with their node names specified in the xml files.
4.2 Attach all created node C# scripts to all created node game objects based on the forest structure and tree structure(s) from the forest xml file and corresponding tree xml file(s)
Menu:
Window->Bt Engine->Setup All Behavior Trees->2. Add All Node C# Script Components To Node Game Objects From Behavior Forest Xml
Node Game Object Hierarchy Option:
Select a node game object hierarchy level to add node C# script components. The “Root Level” contains a single node game object where all node C# script components will be added to. The “Forest Level” contains a root node game object and all forest node game objects where all node C# script components will be added to their corresponding forest game objects. The “Tree Level” contains a root node game object, all forest node game objects and all tree root node game objects where forest node C# script components will be added to forest node game objects and tree root node, decorator, condition and action node C# script components will be added to their corresponding tree root node game objects. The “Node Level” contains a root node game object, all forest node game objects, all tree root node game objects, all decorator node game objects, all condition node game objects and all action node game objects where forest node C# script components will be added to their corresponding forest node game objects, tree root node C# script components will be added to their corresponding tree root node game objects, decorator node C# script components will be added to their corresponding decorator node game objects, condition node C# script components will be added to their corresponding condition node game objects and action node C# script components will be added to their corresponding action node game objects.
Node Name Option: (This option is locked for Trial Edition.)
Append a composite index to the name of each node game object and C# script if they were created with composite indices to lookup and connect node game objects and C# script components. The appended composite index is “_ForestIndex” for a forest node, “_TreeIndex_ForestIndex” for a tree root node, and “_NodeIndex_TreeIndex_ForestIndex” for a decorator, condition and action node.
Effects:
Adding all the created node C# script components to their corresponding node game objects in Unity Editor.
5. Help
5.1 About
Menu:
Help->Bt Engine->About
Description:
Display Bt Engine edition, version and copyright information.
5.2 License
Menu:
Help->Bt Engine->License
Description:
Display Bt Engine license information.
5.3 Manual
Menu:
Help->Bt Engine->Manual
Description:
Display Bt Engine online manual reference.