28 Apr 2011

Behave 1.3 released

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’d like to highlight though is the addition of agent blueprints. From the changelog:

- Added agent blueprints – connecting to agent handlers through virtual methods rather than reflected handlers.

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.

Anyway, here’s the whole changelog:

  • 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.

You’ll find a link to the package in the download section. Have fun!

Unity forum thread.

New Gear
Unity, iOS, TeamCity, AppCenter
RAID0 NVMe on Ubuntu
A Change of Gears
Unity Protocol Buffers
Behave 2.7
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Trusted Gear
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Behave 2.5
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The Engine Wars: Numbers
GDC 14: The Quest For Fun
Moving in Unity
Behave 2.3
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Unity Hacks: Dual sticks
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Unite 13 video "Unity Hacks" available
The implicit local network interface
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Five years of Unity expertise looking for contracts
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IGDA Unity SIG slides
Second Unity IGDA SIG this evening: Scene construction and AI
First IGDA Unity SIG this evening
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Path 2 released
Assembling and assimilating
Path 2 intro screencast
Path 2 beta release for GGJ
AIgameDev master class video now online
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Behave master class on open AIgameDev stream tomorrow
Interview with AIGameDev
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IT University Copenhagen Unity course files Thursday
CPH IT University Unity course files
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Video: Behave - starting from scratch
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Behave 1.1 released
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Building a menu of delegates and enums
Pick me! Pick me!
Optimising coroutine yielding in C#
Downloading the hydra
New license of Path: GPL
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Logging an entire GameObject
I bet you can't type an A!
Where did that component go?
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Path tutorial video available
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Continued community tutorials
Community tutorial
New tutorial
First tutorial available
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unite '08 open-mic session
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Path pre-release