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    <title>Manual on Arbor Documentation</title>
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    <description>Recent content in Manual on Arbor Documentation</description>
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    <item>
      <title>Getting Started</title>
      <link>/manual/getting-started.html</link>
      <pubDate>Tue, 18 Aug 2015 21:47:05 +0000</pubDate>
      
      <guid>/manual/getting-started.html</guid>
      <description>Information &amp;ldquo;Arbor 3: FSM &amp;amp; BT Graph Editor&amp;rdquo;  I want to make games using finite state machines and behavior trees! However, I want to code my behavior that depends on game logic! A graph editing window of a finite state machine and a behavior tree that can be used at such time,
It is a simple graph editor asset that allows you to write scripts according to the behavior you want to create.</description>
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    <item>
      <title>ArborEditor Window</title>
      <link>/manual/arboreditor.html</link>
      <pubDate>Fri, 01 Jun 2018 07:48:41 +0000</pubDate>
      
      <guid>/manual/arboreditor.html</guid>
      <description>This is a window for editing the node graph.
Open ArborEditor window Open Window directly  Select &amp;ldquo;Window&amp;gt; Arbor Editor&amp;rdquo; from the menu

   Open from graph  Select GameObject with graph. Click the &amp;ldquo;Open Editor&amp;rdquo; button in the Inspector window.

   UI description 
 １．Toolbar &amp;ldquo;Create&amp;rdquo; drop down 
 Create a GameObject with the selected graph in the scene.</description>
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    <item>
      <title>ParameterContainer</title>
      <link>/manual/parametercontainer.html</link>
      <pubDate>Wed, 20 Jun 2018 01:28:41 +0000</pubDate>
      
      <guid>/manual/parametercontainer.html</guid>
      <description>ParameterContainer is a component used to perform data sharing etc. between graphs.
Add ParameterContainer to GameObject and set various types of parameters.
Add ParameterContainer Create GameObject Click Hierarchy&amp;rsquo;s Create button, or &amp;ldquo;Create&amp;rdquo; in the right-clicked menu,
If you select &amp;ldquo;Arbor &amp;gt; ParameterContainer&amp;rdquo;, you can create a GameObject with ParameterContainer added.

 Add to GameObject  Select the GameObject you want to apply. Select &amp;ldquo;Menu &amp;gt; Component &amp;gt; Arbor &amp;gt; ParameterContainer&amp;rdquo;.</description>
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    <item>
      <title>Data flow</title>
      <link>/manual/dataflow.html</link>
      <pubDate>Sat, 23 Jun 2018 02:19:12 +0000</pubDate>
      
      <guid>/manual/dataflow.html</guid>
      <description>Arbor has a function to pass data between nodes of the graph.
Data flow Connecting data input / output slots allows you to take advantage of data flow.
Example In the example using the built-in script, the following data flow can be easily assembled.

  InstantiateGameObject instantiated prefab. Output instantiated GameObject. Get the Rigidbody component with Rigidbody.Get. Add force with AddForceRigidbody to the received Rigidbody.  Data flow can be used in BehaviourTree as well.</description>
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