Also do you have any advice on navigating the Profiler to help identifying the problem areas of the trees?
I can find lots of BehaviorManager.RunTask() and RunParentTask()s that use a lot of CPU, but I don't know how to identify which tasks the profiler is referring to.
Hmm ok, so just to double check the Conditional Aborts only check Conditionals that are direct children of the Conditional Abort Sequence?
If so then I don't think there's anything I can do about my conditional aborts.
With regards to Task Switching, I want to traverse tasks as little as...
After going through my Behavior Trees a bit more, from what I can tell all the "Both" Conditional Aborts I'm using are necessary.
For example, in this section of my Attacking Behavior Tree:
1. Checks if the Player is detected by the Enemy
2. Is a infinite repeat loop to continually attack the...
Hello, I seem to be getting a decent performance hit from my Behavior Trees. I have a strong feeling that I'm doing something/multiple things very wrong to get this performance drop.
The profiler shows ~35% total in BehaviorManager.Tick(), expanding the hierarchy is a big mess of...