I have added a bool variable and tried to control the flow, and replaced repeat with condition aborts that you told me, but it seems still very weird. Maybe you can take a look? The unity package is attached.
Hi, New to Behavior Designer here, I'm trying to build an "action chain" which will be triggered when some condition is fulfilled. To be specific, what I want to finish is an enemy AI within the steps below.
1. Check if the player inside its detect range
2. if it isn't, do nothing; if it is...