61 lines
2.7 KiB
Plaintext
61 lines
2.7 KiB
Plaintext
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QUICK START
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1. To get started, all you have to do is add either 'BehaviourTreeOwner', or 'FSMOwner' component on the gameobject you want to control.
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2. Press 'Create New' in the inspector of that added component.
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3. Select 'Bound' in the dialog box that will pop up.
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4. The editor is now open. You can start creating your Behaviour Tree, or FSM!
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(For the Dialogue Tree System, add the 'DialogueTreeController' on a preferrably empty gameobject)
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FULL DOCUMENTATION
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For the Full Documentation please visit:
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https://nodecanvas.paradoxnotion.com/documentation/
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CHANGE LOG
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You can find the complete change log online at:
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https://nodecanvas.paradoxnotion.com/change-log/
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RESOURCES
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For 3rd Party Integrations, Examples, and other Resources:
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https://nodecanvas.paradoxnotion.com/downloads/
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UPDATING
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To update NodeCanvas you should preferrably:
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- Backup your project.
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- Remove previous "ParadoxNotion/CanvasCore" and "ParadoxNotion/NodeCanvas" folders.
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- Re-import NodeCanvas package anew.
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AOT PLATFORMS (eg iOS, xBox)
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To make NodeCanvas work with these platforms, please open "Tools/ParadoxNotion/NodeCanvas/Preferred Types Editor".
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Then press the "Generate AOTClasses and link.xml Files" button in there to automaticaly create the required files.
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All *struct* types with which you are working with within NodeCanvas, should be in that list before generating the file.
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You can of course re-generate the file any time you wish.
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THIRD PARTY NOTICES
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This package uses a modified version of 'Full Serializer' under the MIT License.
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See "..ParadoxNotion/CanvasCore/Common/Runtime/Serialization/Full Serializer/LICENSE (FullSerializer).txt".
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Thank you for using NodeCanvas!
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Gavalakis Evangelos
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https://nodecanvas.paradoxnotion.com
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