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Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples

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I'm creating a colony sim where agents should be able to repeatedly do a certain goal if it's possible regardless of whether it has been done before. I'm not using...

It seems like the implementation of the GenericGotoAction can only handle one position right? What if the agent need to go place A, do sth, than place B, do sth?

![image](https://user-images.githubusercontent.com/11669846/94292518-5f0dc200-ff5d-11ea-8237-c2f1877727ff.png) I guess this shouldn't happen? :D

Two (and more) actions is highlighted at same time. I guess it's bug with same type of actions. FSM example ![image](https://user-images.githubusercontent.com/446814/39796916-efc8ad94-538b-11e8-879f-9ab875effe18.png)

LogLevel - Full > ToString can only be called from the main thread. Constructors and field initializers will be executed from the loading thread when loading a scene. Don't use...

Currently we are doing a deep copy of the state between each node. This is very expensive and non-optimal. Since the state rarely change between nodes (usually only 1-2 values...

There seems to be a predicate in the code that might be intended for something along these lines, but it doesn't seem to be exposed to the actions at all....

enhancement

Hey, I just started using your library. Loved the Debug view and the sensors implementation. I wanted to try out my first implementation of performing a waypoint follow. Decided to...

Since many library users are asking on how to use this library ona FPS/Soul-like game (where the main agent search for enemies/players and try to kill them) an example about...

enhancement

I'm using AStar.cs in a path finder. There was a problem that nodes that should have been on the path where lost. The problem was fixed by changing the break...