Is a Behavior Manager tied to the active scene, or is it scene independent?
I use scriptable objects for architecting my game, and virtually all manager monobehaviors sit in my "initializer" scene as in this example:
Through profiling I've been finding that the Behavior Manager Update in my game has been a major obstacle to getting my game running at an acceptable FPS on the Oculus Quest 1. I was wondering if there is a setting to reduce the frequency of behavior tree ticks (ie: to every N other frames)?
I ran into this exact same issue. The problem was caused by the following lines in MovementUtility:
else if (GetComponentForType<Collider>(targetObject) == null && GetComponentForType<Collider2D>(targetObject) == null) {
// If the linecast doesn't hit anything then that the...