Hi,
Just a quick but important question. I made a prefab from the AI agent which has a Behavior Tree. Everything works fine, I even can duplicate it without problems UNTIL I decide to change even one variable in a Behavior Tree (like detection distance or speed) in any of the AI gameobjects. When any variable gets changed the whole Behavior Tree gets copied into the scene. After this, that AI instance is completely disconnected from the original prefab and no changes in the prefab's Behavior Tree reflects there.
How can this be avoided? I need a test scene with different AI configurations (for example the patrol waypoints are different at minimum) and I need to be able to update the Tree as I develop the game. As I remember this copying happens with external Behavior Trees as well.
Just a quick but important question. I made a prefab from the AI agent which has a Behavior Tree. Everything works fine, I even can duplicate it without problems UNTIL I decide to change even one variable in a Behavior Tree (like detection distance or speed) in any of the AI gameobjects. When any variable gets changed the whole Behavior Tree gets copied into the scene. After this, that AI instance is completely disconnected from the original prefab and no changes in the prefab's Behavior Tree reflects there.
How can this be avoided? I need a test scene with different AI configurations (for example the patrol waypoints are different at minimum) and I need to be able to update the Tree as I develop the game. As I remember this copying happens with external Behavior Trees as well.