Scripting

Arbor can be freely customized by writing a script.

  • StateBehaviour
    This section explains the scripts assigned to states.
  • BehaviourTree
    This section explains the scripts assigned to BehaviourTree.
  • Calculator
    This section explains the scripts assigned to calculator nodes.
  • Behaviour interfaces
    This section explains the interface that can be used in the behavior script.
  • Behaviour attributes
    This section explains the attributes that can be set in the behavior script.
  • Parameter Reference
    This section explains how to reference parameters from a script.
  • Data flow
    This section explains how to reference data flow from script.
  • Data Slot
    This section explains how to create a data slot yourself.
  • Variable
    This section explains how to create your own parameters.
  • async/await
    This section explains how to use the function corresponding to async / await.
  • Assembly definitions
    This section describes the case of using Assembly definitions for user scripts.

Editor extension

Such as available inspector extension and PropertyDrawer is I can also be used to StateBehaviour in Unity