Sorry for being unclear. The manager gameobjects I'm referring to are:
State Manager
Object Pool (not sure why this appears, as I don't really use the objects feature of behavior designer / TPC)
Deterministic Object Manager
Behavior Manager
And when I mean transition: In the game I'm making, you battle one boss at a time. Once the boss dies, there is an intermission until the next boss appears. These individual bosses are not linked to one another in anyway and have separate behavior trees.
My concern is if I should be eliminating these 3 managers in between the time it takes for me to activate the next boss (via enabling the agent's gameobject). Or will the new agent reuse these managers and I can just leave them be during the intermission period?
I think the simplest way to phrase the question is, how do I address the runtime manager gameobjects when there are currently no active AI agents enabled? Do I leave them existing or should I clean them up until the next AI agent is enabled?
Edit: in case this helps, my TPC version is 2.0.6 and my BD version is 1.6.1
Thanks for taking a look at this Justin! Really appreciate your help.