Recent content by Kev

  1. K

    Limiting updates per frame

    I have since discovered that you can manually control individual tree updates using the overload of "BehaviorManager.Instance.Tick(TreeInstance)" instead of just using the "Tick()" function that updates all trees in the scene.
  2. K

    Limiting updates per frame

    I have many agents running and have recently been switching from my own custom behavior tree to Behavior Designer. In my previous solution, I simply limited the amount of behaviors that would update per frame, and the simulator would just loop through them over multiple frames until it got to...
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