# User Data Of Behavior On Unit Exists
Grammar — behavior user data userData on unit unit exists
Flags —Native|Function
# Arguments
unit— Unitstring<gamelink::Behavior> — Behaviorstring— User Data
Returns — bool
native bool UnitBehaviorEffectTreeUserDataExists(
unit inUnit,
string behavior,
string userData,
);
# Related
Category: Behavior / Basic
- Remove Behaviors By Category —
void— UnitBehaviorRemoveCategory - Remove Behavior (Player) —
void— UnitBehaviorRemovePlayer - Remove Behavior —
void— UnitBehaviorRemove - Add Behavior (Player) —
void— UnitBehaviorAddPlayer - Add Behavior —
void— UnitBehaviorAdd - Set Behavior Count —
void— libNtve_gf_SetBehaviorCount - Number Of Behaviors On Unit —
int— UnitBehaviorCountAll - Unit Behavior —
string<gamelink::Behavior> — UnitBehaviorGet - Unit Has Behavior —
bool— UnitHasBehavior2 - Unit Has Behavior (Enabled) —
bool— UnitHasBehavior - Unit Behavior Enabled —
bool— UnitBehaviorEnabled - Stack Count Of Behavior On Unit —
int— UnitBehaviorCount - Behavior Has Flag —
bool— UnitBehaviorHasFlag - Transfer Behavior —
void— UnitBehaviorTransfer - Set Unit Behavior Duration —
void— UnitBehaviorSetDuration - Set Unit Behavior Duration Remaining —
void— UnitBehaviorSetDurationRemaining - Duration Remaining Of Behavior On Unit —
fixed— UnitBehaviorDuration - Duration Of Behavior On Unit —
fixed— UnitBehaviorDurationTotal - Set Unit Behavior Spawn Count —
void— UnitBehaviorSpawn - Unit Behavior Effect Player —
int— UnitBehaviorEffectPlayer - Unit Behavior Effect Unit —
unit— UnitBehaviorEffectUnit - Set Unit Behavior User Data —
void— UnitBehaviorEffectTreeSetUserData - User Data Of Behavior On Unit —
fixed— UnitBehaviorEffectTreeUserData - User Data Of Behavior On Unit Exists —
bool— UnitBehaviorEffectTreeUserDataExists - Unit Behavior Changes —
void— TriggerAddEventUnitBehaviorChange - Unit Behavior Changes From Category —
void— TriggerAddEventUnitBehaviorChangeFromCategory - Triggering Behavior —
string<gamelink::Behavior> — EventUnitBehavior - Triggering Behavior Change —
int<preset::BehaviorChange> — EventUnitBehaviorChange - Unit Behavior Damage Modify Remaining —
fixed— UnitBehaviorDamageModifyRemaining - Unit Behavior Damage Modify Limit —
fixed— UnitBehaviorDamageModifyLimit - For Each Behavior On Unit — macro
# Examples
— None found —