Feature Requests
http://support.rivaltheory.com/vanilla/index.php?p=/categories/feature-requests/feed.rss
Tue, 14 Feb 12 18:03:15 -0700Feature Requestsen-CAEdit action variables in BT editor
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/203/edit-action-variables-in-bt-editor
Fri, 30 Dec 2022 03:43:46 -0700maesla203@/vanilla/index.php?p=/discussionsRemove path hard-coding
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/212/remove-path-hard-coding
Sun, 15 Jan 2023 11:51:24 -0700AnthonyPaulO212@/vanilla/index.php?p=/discussionsNode for referencing external behavior tree
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/152/node-for-referencing-external-behavior-tree
Wed, 26 Oct 2022 23:32:44 -0700aaron152@/vanilla/index.php?p=/discussions For example, say you have a series of actions for identifying a target, then chasing, then attacking. One might like to put all this into a "combat" behavior and reference that from several different combat units which share that subset in common but otherwise have different behaviors.]]>Samples
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/189/samples
Wed, 07 Dec 2022 08:48:19 -0700sid8ed189@/vanilla/index.php?p=/discussions ...As described as being available in your documents.]]>RAINAgent.Agent == null in MonoBehavior.Start()
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/163/rainagent.agent-null-in-monobehavior.start-
Tue, 01 Nov 2022 18:17:38 -0700aaron163@/vanilla/index.php?p=/discussions Could support for this scenario be added?]]>Preserve comments in the BT XML
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/145/preserve-comments-in-the-bt-xml
Wed, 19 Oct 2022 15:26:54 -0700Superpig145@/vanilla/index.php?p=/discussionsDelay primitive
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/141/delay-primitive
Tue, 18 Oct 2022 04:58:27 -0700Superpig141@/vanilla/index.php?p=/discussions Just something that lets us plug in a minimum and maximum time to wait, and waits for a random amount of time between them before succeeding.]]>More context/summary in the API docs
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/140/more-contextsummary-in-the-api-docs
Tue, 18 Oct 2022 04:17:17 -0700Superpig140@/vanilla/index.php?p=/discussions http://support.rivaltheory.com/api/class_r_a_i_n_1_1_primitives_1_1_detect_action.html
Note that there's really nothing anywhere on the page that describes what the primitive actually *does*. Aspect and AssignTo are completely undocumented. Start, Execute and Stop are identical to the base class documentation, making their inclusion here useless - it would be better to have a "See RAIN.Action.Action.Execute()," instead of duplicating the content, so that we know there have been no substantial changes in the implementation. (Or, if there have been - and I am guessing that there are, in at least one function, else the class is useless - then those changes should be documented!)
Some pages are better than this, but many are just as bad. There's very little summary / "Detailed Description" content to help understand how some curiously-named class fits into the bigger picture, and what appears at first to be a well-documented class turns out to have little to no actual useful content once you dig into it.
Maybe you guys should consider writing docs/summaries for classes before you implement them, instead of going back and adding them after the fact?
I'm sure you're aware that the documentation is poor in many places, but I figured an extra voice might help. Between lacklustre API documentation, an obfuscated runtime, insufficient tutorials/manuals, and an irritating forum package, piecing together information about exactly how to use RAIN to achieve things is a lot harder than it should be. ]]>Built-in support for platformer type navigation (or some samples to help us achive it)
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/39/built-in-support-for-platformer-type-navigation-or-some-samples-to-help-us-achive-it
Sun, 07 Aug 2022 06:03:05 -0700Yuno11739@/vanilla/index.php?p=/discussions For example: It knows where and how high it needs to jump to get from platform to platform, and whether platforms are above or below, on the way to destination.]]>Not a feature. Just a small modification
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/102/not-a-feature.-just-a-small-modification
Thu, 22 Sep 2022 00:03:30 -0700netics102@/vanilla/index.php?p=/discussions If I open the xml file with VS2008, it warns me "character ' ', hex value 0x0 can't be used in XML document" (phrase is not exactly same. because I am not using english version. I translated message.)
Just clean up the trailing trash characters.
Thx.
ps. and navmesh pathfinding asap. ]]>Please stop obfuscating the runtime
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/92/please-stop-obfuscating-the-runtime
Mon, 12 Sep 2022 16:17:57 -0700Superpig92@/vanilla/index.php?p=/discussions Obfuscating particularly funky bits like the Recast implementation or the editor UI doesn't bother me, but not being able to find out (for example) how classes interact with PathManager is a big problem when I'm trying to write a swap-in replacement for it.]]>Signaling
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/68/signaling
Mon, 29 Aug 2022 23:18:48 -0700duhprey68@/vanilla/index.php?p=/discussionshttps://github.com/tosos/Geewhiz
It contains classes like Dispatch which does a publish/subscribe model for sending messages or Listener which lets a class register for "Shouts". I use this for signaling activities like "OnArrived" from the path follower to anyone who cares to know. There is also a scheduler which runs one update loop but allows other classes to update at whatever frequency. I use that to throttle back to 6 hz the AI I've hand crafted (which I'll be converting to a behavior tree shortly :)
Anyway, signals of these variety (OnPathStarted, OnPathCancelled, OnArrived) would be nice to have.]]>Behavior Trees
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/73/behavior-trees
Fri, 02 Sep 2022 10:00:13 -0700ggblake73@/vanilla/index.php?p=/discussionsComponent Category
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/65/component-category
Thu, 25 Aug 2022 19:09:20 -0700netics65@/vanilla/index.php?p=/discussionsAdd the attribute below for each component
[AddComponentMenu("RAIN/AIKinematicController")] public class AIKinematicController { ..... }
this makes component categorized in Component menu of unity editor.
]]>Default aspect types and drop-downs
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/55/default-aspect-types-and-drop-downs
Fri, 19 Aug 2022 09:05:07 -0700duhprey55@/vanilla/index.php?p=/discussions Then having those, it would be cool to have an interesting set of defaults. Like those from the Inform language. Edible, Container, Stackable, Wearable etc.]]>More sensors type?
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/8/more-sensors-types
Fri, 22 Jul 2022 12:35:09 -0700cremean8@/vanilla/index.php?p=/discussions]]>Raycast connection maximum distance
http://support.rivaltheory.com/vanilla/index.php?p=/discussion/49/raycast-connection-maximum-distance
Thu, 11 Aug 2022 00:19:46 -0700netics49@/vanilla/index.php?p=/discussionsit will be better that raycast waypoint connection can be restricted with maximum distance.