Limiting updates per frame

Kev

New member
I have many agents running and have recently been switching from my own custom behavior tree to Behavior Designer. In my previous solution, I simply limited the amount of behaviors that would update per frame, and the simulator would just loop through them over multiple frames until it got to the end, this way I never had to worry about performance. I have been able to discover here:


that the system doesn't run async, so I am wondering if there's a realistic way I can just hold decision calcs till a new frame renders. Thanks!
 
I have since discovered that you can manually control individual tree updates using the overload of "BehaviorManager.Instance.Tick(TreeInstance)"
instead of just using the "Tick()" function that updates all trees in the scene.
 
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