sorry,i don't know where to put this topic,if wrong ,please move it to right place.
I haven't used arbor in a long time, I found it upgraded to ver3
but i don't know how big different between ver2 and ver3
so why should i pay for this upgrade?
and can you tell me the reason why i should use the new version,i think most users all wanna know that.
my english is not good, If I don't use the right words in some places, Please forgive me.thank you
About Ver3?
Forum rules
Here is the forum to do the questions about how to use to Arbor developer.
Attention point:
ここは、Arbor開発者へ使い方に関する質問を行うフォーラムです。
注意点:
Here is the forum to do the questions about how to use to Arbor developer.
Attention point:
- We can not answer your questions about your project specific issues.
- We can not answer your questions on Unity's specification issues.
- Please check Arbor Documentation and ask a question if you still don't know how to use it. If the desired function is not described in the document, it is highly possible that the function does not exist from the beginning, so go to the request forum.
ここは、Arbor開発者へ使い方に関する質問を行うフォーラムです。
注意点:
- ユーザー様のプロジェクトの仕様上の問題や設計に対する質問には答えられません。
- Unityの仕様上の問題に対する質問には答えられません。
- Arbor Documentationを確認の上、それでも使い方がわからない場合にご質問ください。欲しい機能の記載がドキュメントにない場合は機能が元から存在しない可能性が高いので要望フォーラムへ。
- caitsithware
- 管理人
- Posts: 495
- Joined: 2015/08/17 12:41
Re: About Ver3?
The big difference between Arbor 2 and 3 is the addition of BehaviourTree and hierarchy of graph.
BehaviourTree
BehaviourTree is a graph that makes it easier to organize complicated AIs that are difficult to manage in FSM.
It becomes a graph editor like Behavior Designer.
Manual : BehaviourTree
Hierarchy of graph
In the hierarchy of graphs, you can organize the graph as "Root FSM -> Action selection BT -> Action FSM".
Since Arbor 3.1.0, it became possible to execute the prefab graph as a child graph, so I think that it is easier to combine AIs that behave similarly.
Reference : SubStateMachine
Reference : SubStateMachineReference
For detailed changes please refer to Release Note.
Release Notes
Note:
Asset store guidelines recommend publishers to discontinue old versions.
Therefore, we can only fix defects in the new version.
We will recommend upgrading if you plan to use it in the future.
BehaviourTree
BehaviourTree is a graph that makes it easier to organize complicated AIs that are difficult to manage in FSM.
It becomes a graph editor like Behavior Designer.
Manual : BehaviourTree
Hierarchy of graph
In the hierarchy of graphs, you can organize the graph as "Root FSM -> Action selection BT -> Action FSM".
Since Arbor 3.1.0, it became possible to execute the prefab graph as a child graph, so I think that it is easier to combine AIs that behave similarly.
Reference : SubStateMachine
Reference : SubStateMachineReference
For detailed changes please refer to Release Note.
Release Notes
Note:
Asset store guidelines recommend publishers to discontinue old versions.
Therefore, we can only fix defects in the new version.
We will recommend upgrading if you plan to use it in the future.