Sam

Results 29 comments of Sam

- Made some edits to previous text -

Haven't seen many event-driven BTs around, can't really name any good ones :/ Funny, I had the same impression when I wanted to port unreal's BT over. In the end...

Nice, I have Behavior Designer and nope, it's not event-driven. It uses messages to do few things, but at its core it still ticks like any other BT. I doubt...

Yeah, flattening will completely get rid of recursion stacks, which will definitely be a pain to deal with if someone makes one of those deeply nested (dynamic) behavior trees. No...

There's a way to automate this process using: https://docs.unity3d.com/ScriptReference/EditorApplication-playModeStateChanged.html I've been quite busy recently, but feel free to contribute. I'd gladly merge this feature if you create a pull request...

I've encountered the same issue, after debugging for a while I found out the reason: https://github.com/patrixr/strapi-middleware-cache/blob/b32979ab03d52699b47888e996aaf54918d6fcde/lib/index.js#L202 ``` SHOULD BUST? [ '/learn_articles/test-article?' ] [ /^\/learn_articles\/1/, /^\/learn_articles\?/, /^\/authors/, /^\/learn_tags/ ] => []...

I'm aware, just pointing out to whoever might encounter any issues when using custom routes. I was expecting this library to be less complicated. In my usecase I rarely update...

Things seem to be working nicely using System.Reactive, although I do have some issues with AOT and System.Reactive.Linq which I assume are due to this static var: https://github.com/dotnet/reactive/blob/master/Rx.NET/Source/src/System.Reactive/Linq/Observable_.cs

Also, I discussed briefly with the devs of RxNET, and here are some things worth mentioning: * System.Reactive 4.0 is out, and the community has finally gathered back up *...

I think it would be best to start with System.Reactive rather than basing on UniRx. And afterwards port the unity specific functions, which should be pretty easy. Like I said,...