Behavior Designer Pro UtilitySelector branch switching gets stuck after interrupt/re-evaluation

danny100

New member
Hello, I think i'm misunderstanding how UtilitySelector is supposed to be used in Behavior Designer Pro

In the video I have a simple setup with utility branches, returnSuccess, and wait nodes. When I increase one utility score, that branch takes over. When I lower it again, I expected the previous branch to be able to start again if it becomes the highest utility.

what I’m seeing is that after a branch gets interrupted, it can get marked failed and then seems unable to start again unless I keep scrubbing values around.

So my question is basically: is this expected UtilitySelector behavior, or am I structuring these branches incorrectly for reevaluation / interruption? I just need a way for the highest score to get re-evaluated, ty! (btw I tested this setup in the 'classic' old Behavior Designer and it works as I expected)

View attachment 2026-04-14 20-49-29.mp4
 
Can you attach a repro scene so I can have a better understanding in what is going on?
 
Yup, here is a minimal scene, I made it in a fresh SRP project in Unity 6.3.10f1. Increase the utility score of the second or third curve at runtime. then Increase the score of the first one to take back evaluation. it attempts for one frame, fails, then doesn't try again. Scrub them up and down and you'll see, once a branch fails it won't run again. In the original Behavior Designer a ReturnSuccess was enough to keep branches 'alive' so they could be re-evaluated.
 

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