Hello Justin,
And thank you for you ongoing support with the Behaviour Designer product. I am curious if what I describe below is a bug or intended behaviour.
Here is a boiled down set up to illustrate the issue.
- Setup for the tree can be seen in the image
- The Repeater is set to repeat forever.
- Perform Interrupt is set to return success. (I don't think it matter thought).
- TestTask triggers a log in the OnStart and OnUpdate.
If it is helpful, Please see the following video for additional description:
Observed
It appears that tasks of the lower most sequence (at depth 5 of the tree) execute a second time after the Perform Interruption of that row is executed .
1. First pass of the tree reaches the PerformInterrupt
At this point test task and Wait both have executed once.
2. After the PerformInterrupt, the OnStart and OnUpdate methods of TestTask and Wait are invoked a second time (this can be observed below but also by log output of the TestTask)
3. The interrupt is honoured after this second pass and we arrive at the Idle.
The issue is observed in both 1.71 and 1.72 in Unity 2021.3.X.
Thanks again for your help and have a great day.
W
And thank you for you ongoing support with the Behaviour Designer product. I am curious if what I describe below is a bug or intended behaviour.
Here is a boiled down set up to illustrate the issue.
- Setup for the tree can be seen in the image
- The Repeater is set to repeat forever.
- Perform Interrupt is set to return success. (I don't think it matter thought).
- TestTask triggers a log in the OnStart and OnUpdate.
If it is helpful, Please see the following video for additional description:
Observed
It appears that tasks of the lower most sequence (at depth 5 of the tree) execute a second time after the Perform Interruption of that row is executed .
1. First pass of the tree reaches the PerformInterrupt
At this point test task and Wait both have executed once.
2. After the PerformInterrupt, the OnStart and OnUpdate methods of TestTask and Wait are invoked a second time (this can be observed below but also by log output of the TestTask)
3. The interrupt is honoured after this second pass and we arrive at the Idle.
The issue is observed in both 1.71 and 1.72 in Unity 2021.3.X.
Thanks again for your help and have a great day.
W
Last edited: