What I do.
- created an empty project with Unity 2019.4.8 and BHD Source Runtime for 2019.3
- created an External Tree with variables
- created a prefab with an empty Behavior Tree
- opened prefab for editing
- assigned the External Tree
- set a variable
Right after I set any variable I get the external tree fully copied to my prefab.
I've managed to hack this behavior by modifying BehaviorSource.cs -> CheckForSerialization
But I'm not sure if this is an intended way of things or a bug. From what I've learned by decompiling Editor DLL - it forces copying of external tree when you assign it in the Inspector.
So please, explain, is this the intended behavior or a bug. The problem is that the trees are getting big and copying external trees to prefabs bloats the game data.
- created an empty project with Unity 2019.4.8 and BHD Source Runtime for 2019.3
- created an External Tree with variables
- created a prefab with an empty Behavior Tree
- opened prefab for editing
- assigned the External Tree
- set a variable
Right after I set any variable I get the external tree fully copied to my prefab.
I've managed to hack this behavior by modifying BehaviorSource.cs -> CheckForSerialization
But I'm not sure if this is an intended way of things or a bug. From what I've learned by decompiling Editor DLL - it forces copying of external tree when you assign it in the Inspector.
So please, explain, is this the intended behavior or a bug. The problem is that the trees are getting big and copying external trees to prefabs bloats the game data.