Usually this is the name of the behavior you want to deactivate.
If you do not pass this behavior in, then it will use the first activated proximity behavior it finds.
If you have a reference to the behavior node, you can pass this as well, and it will return the neighbors
for that behavior.
Retrieves the set of in-proximity neighbors associated with a behavior.
var neighbors = agent.neighbors("ProsimityBehavior1");
Do no remove, this fixes the anchor on doc.flexsim.com
Gets access to the Agent associated with an Object.
To access the Agent associated with an object, you must either use this constructor, or call
Agent.System.getAgent. If an object is a member
of multiple agent systems, then calling this constructor will access the first system the object is a member of.
Casting from a treenode is not correct.
You should use this constructor instead of the as() casting method. Using as() on an object will not work