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
In a tree with a selector root and 2 children, the selector choose the left one. If it succeeds, everything is ok, but if it fails, the selector does not select the right one and stays on the left one.
Example :
In this tree, if Should_Idle succeeds, Idle is processed : OK.
if Should_Idle fails, EnemyDetected is not ticked : something is wrong and does not match the behavior a selector should have.
EDIT : the problem appears only if there is a decorator as a child of the selector.
In a tree with a selector root and 2 children, the selector choose the left one. If it succeeds, everything is ok, but if it fails, the selector does not select the right one and stays on the left one.
Example :
In this tree, if Should_Idle succeeds, Idle is processed : OK. if Should_Idle fails, EnemyDetected is not ticked : something is wrong and does not match the behavior a selector should have.
EDIT : the problem appears only if there is a decorator as a child of the selector.