AngryAnt / Behave-release

The Behave project is a system for designing, integrating and running behaviour logic using Behaviour Trees for simulated characters in unity projects. NOTE: This project relates to Behave 1. For Behave 2 support and information, please use the AngryAnt community at http://community.angryant.com
http://angryant.com/behave
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importing *.asset and other files loses association with Behave editor #52

Closed frankbraker closed 11 years ago

frankbraker commented 12 years ago

Dragging *.asset and other Behave generated files from one project into another can't edit them in Behave (inspector doesn't see them as Behave files).

[Also, sometimes the association is also lost without moving the file (in the original project). ]

The inspector doesn't bring up the *.asset file with Behave Edittor or Build buttons - just "Script missing monoscript /n Data...."

If this happens in the original project, the only fix I know of is to revert to an old archive. This seems to happen pretty often.

frankbraker commented 11 years ago

Is there a UI way to force Behave to adopt an imported file as a Behave file? This would work-around that it often looses context. This is becoming a big problem for me, as I have to re-write the whole BT when it won't import.

Also, I'm not using meta-files. Will try turning those on to see if anything changes.

AngryAnt commented 11 years ago

When Unity looses the serialisation information on the asset, you need to bring up the object picker next to the "script missing" field, find and pick BehaveAsset, select something different and then re-select the asset.