acdamiani / schema

Visual intelligence for the Unity game engine

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Conditional is evaluated even if corresponding node is not running

ijisthee opened this issue · comments

Hi @acdamiani

how to reproduce?
image

In this example I would expect that only two checks are made since the tree should never reach this node:
image

But unfortunately all three conditionals are checked.
Only when a conditional has abort conditions.

If this is intended I would like to understand the advantage.

Best,
Christian

Yep, this is an oversight. Try a git checkout on this commit: eccf515. Let me know if your issue is fixed; I want to do some more testing before merging the associated pull request.

Edit2: The issue described below does not occur in d534e51 but only in 542a80e and eccf515

Cannot really test it, since this issue is back again: #5

image

Edit: No, it's something else. A Debug.Log(hit.entryType); in Runtime/Nodes/Physics/OverlapSphere.cs shows Null.
The Entry is set:
image

And also available in BlackBoard:
image

I just pushed a fix for the resurgence of #5. I'll do some more testing for #19 to make sure this issue is fixed before merging it.