ClosetGamer
New member
Hello, I am expericning a few issues with Behavior Manager.
A bit of background: I currently have a few levels of my game designed. I have each level stored in a separate scene. Each scene has a few behavior trees running controlling NPCs etc.
My current setup is: Behavior Manager stored as a child of my GameManager singleton, which is DontDestroyOnLoad. The first scene I load works fine, and the behavior trees run. Loading the next scene, however the Behavior Trees do not run - and I can see an additional Behavior Manager has been created in the loaded scene.
I have tried removing Behavior manager from my GM object. When I do this, the first scene loads and creates a behavior manager. When loading a different scene the same issue occurs.
A few observations:
What are the rules concerning the usage of Behavior Manager?
A bit of background: I currently have a few levels of my game designed. I have each level stored in a separate scene. Each scene has a few behavior trees running controlling NPCs etc.
My current setup is: Behavior Manager stored as a child of my GameManager singleton, which is DontDestroyOnLoad. The first scene I load works fine, and the behavior trees run. Loading the next scene, however the Behavior Trees do not run - and I can see an additional Behavior Manager has been created in the loaded scene.
I have tried removing Behavior manager from my GM object. When I do this, the first scene loads and creates a behavior manager. When loading a different scene the same issue occurs.
A few observations:
- Disabling and renabling the gameobjects containing behavior trees get them working again
- Multiple behavior managers are created when going backwards and forwards between scenes. This always seems to occur in "Main" which is scene 0 in loadedScenes[] if that makes any difference - perhaps it is targetting the active scene.
What are the rules concerning the usage of Behavior Manager?
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