Does the BehaviorTree runtime link itself to a specific scene? I am experiencing a weird bug.
- Load Scene A additively
- Spawn BehaviorTree in Scene A
- BehaviorTree works fine
- Load Scene B additively
- SceneManager.MoveGameObjectToScene(gObj, sceneB)
- Unload Scene A
- BehaviorTree just... stops updating. No errors, no warnings, no task events are called. Nothing.
If so, is there a workaround?