Overview

Welcome to the scripting reference!

This section of the documentation contains details of the scripting API that Renowned Games provides. To use this information, you should be familiar with the basic theory and practice of scripting in Unity which is explained in the Scripting section of Unity manual.

The scripting reference is organised according to the classes available to scripts which are described along with their methods, properties and any other information relevant to their use.

API are grouped by namespaces they belong to, and can be selected from the sidebar to the left. For most users, the AITree section will be the main port of call.


AI Tree is divided into several assembly definitions to ensure proper project organization and to accelerate compilation speed.

AI Tree seperated on tow global namespace Runtime and Editor. Runtime code can be accessed and executed both in Build and Editor. Editor namespace can be executed only in Editor.

You can access to Editor namespace via Runtime code, however you must wrap all editor code in #if UNITY_EDITOR block.

AI Tree assembly

AITree.asmdef it's a main API which contains all base systems, like BehaviourTree, Task, Key, Blackboard and etc.


Nodes assembly

AITree.Nodes.asmdef contains all built-in tasks.


EQS assembly

AITree.EQS.asmdef API which contains all classes related with environment query system.


Perception System assembly

AITree.EQS.asmdef API which contains all classes related with AI perception system and percpetion configs.


ExLib assembly

ExLib.asmdef it's external Renowned Games library with miscellaneous helper stuff.


Apex assembly

Apex.asmdef it's powerful and flexible attributes to improve workflow in Unity editor.

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