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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>Hierarchy of graph</title>
      <link>/manual/subgraph.html</link>
      <pubDate>Mon, 17 Aug 2015 20:42:47 +0000</pubDate>
      
      <guid>/manual/subgraph.html</guid>
      <description>Using graph hierarchy makes it easier to combine flexible AI etc. because you can split graph with rough behavior and detailed behavior.
Create a subgraph When using a subgraph, please create a state or action with the behavior script below.
SubStateMachine 
 Have the child state machine and execute when the node becomes active.
 ArborReference : SubStateMachine(StateBehaviour) ArborReference : SubStateMachine(ActionBehaviour)  SubStateMachineReference 
 Execute an external state machine such as prefab as a child state machine.</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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