I know how to use a conditional abort to interrupt a running Action Task use a conditional Task. However, I want to know how a conditional task is ticked. How frequent is that? I have something like this:
In this case, I noticed that the OnStart and OnUpdate were both ticked even when I'm...
I have a BehaviorTreePool system. It will disable behavior tree and collect behavior tree comp when the NPC was destroyed. However, the variables in the tree were not cleaned up. Is there an easy way to do that?
Otherwise, I'd have to write something like this: (and it didn't seem to be...
I know how to subscribe an event in a conditional task, when gameobject is instantiated and the OnAwake function is executed. (Override the awake function)
Accordingly, I want to unsub the event in the Action Task, when the Gameobject is disabled/Destroyed. Is there a way?
Hi! Dear devloper. I met an issue that if I add a Behavior Manager component in my NPC prefab, the component is constantly set to inactive. And everytime I enter the play mode, the tick interval is reset to 0? Is this because that I haven't import the runtime source code to my project?
I noticed that the Can See Object Task used FindObjectswithTag in the Update() Function, and it's very costly, will we have Faster Can see object Task funtion in the future? Or how can I solve it? It's generating 40kb GC perframe...