Game Creator
  • Welcome to Game Creator!
  • Quickstart
    • Get Started
    • Setup
    • Tutorials
  • Game Creator
    • Game Creator
      • Actions
      • Conditions
      • Triggers
      • Hotspots
      • Characters
        • Player
        • Markers
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        • Advanced
          • IK in custom Animations
      • Camera
        • Camera Motors
      • Variables
        • Global Variables
        • Local Variables
        • List Variables
    • Systems
      • Localization
      • Event System
      • Timeline
      • UI
      • Module Manager
      • Game Creator Toolbar
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      • Game Creator API
        • Custom Actions
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        • Custom Module
  • Dialogue
    • Dialogue
      • Anatomy
      • Actors
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      • API
  • Inventory
    • Inventory
      • Inventory Window
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      • Actions
      • Conditions
      • Custom Inventory UI
  • Quests
    • Quests
      • Quests Overview
      • Create Quests
      • Quests UI
        • Custom UI
  • Stats
    • Stats
      • Stats Overview
        • Stat
        • Attributes
        • Status Effects
        • Formulas
        • Stat Modifiers
      • Stats UI
      • Common Use Cases
        • Simple Health Bar
        • Regenerative Mana
        • Poison Status Effect
        • Levels and XP
        • Strength and Armor
        • Lockpicking
  • Behavior
    • Behavior
      • Behavior Graph
        • Nodes
        • Blackboard
      • Perception
  • Shooter
    • Shooter
      • Weapons
      • Ammunition
      • Interaction
      • Examples
        • Example 1 - Get Started
        • Example 2 - Pick Weapons
        • Example 3 - Top Down
        • Example 4 - Side Scroll
        • Example 5 - First Person
        • Example 6 - Combat
      • Advanced
        • Custom Crosshairs
        • Shooter API
  • Melee
    • Melee
      • Weapons
        • Blade Component
      • Shields
      • Melee Clips
      • Combat
  • Traversal
    • Traversal
      • Obstacles
      • Climbables
      • Built-in Elements
  • Annex
    • Roadmap
    • FAQ
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  1. Behavior
  2. Behavior
  3. Behavior Graph

Blackboard

Targets, Enemies, Goals and all you can think of!

PreviousNodesNextPerception

Last updated 6 years ago

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Behavior Graphs can not reference scene objects due to living in the Project Panel. To overcome this, we've created the Blackboard, where the developer writes down the input fields he/she'll need and these are filled at runtime.

As you may have noticed in the image above, to access the value of a Blackboard entry is done as if it was a Local Variable. This is because under the good, the Behavior component generates a new Local Variable component and fills it with all the entries from the Blackboard.

Once the Blackboard is filled with some entries, the Behavior component is automatically updated, adding new entries and removing those that no longer exist in the Blackboard.

For example, let's say our game has a Guard that can attack anything when it has a target defined. We could create a target entry in the Blackboard and ask if it's different than null. If so, follow it and attack when it's within in range.

Because the Behavior component generates a Local Variable object with the Blackboard entries, it will throw a conflict error.

(Blackboard with "my-reference" entry)
("my-reference" Blackboard entry set with the scene object Cube)
(Can't have a Local Variable with the same name as a Blackboard entry)