Recent content by JohnTomorrow

  1. J

    performance of BehaviorManager.Restart

    Deep profile shot, a ton of function calls for 2 ai entities being awakened from pool. Disabling Reset Values on Restart decreases time spent to 1ms or less! But don't I need to reset the tree? Currently I have the ai prefab in the resources folder with the external tree variable assigned...
  2. J

    performance of BehaviorManager.Restart

    Hey Justin, I checked out the documentation you posted and I am not sure I understand it correctly. I think I probably have the wrong setup. Currently I have the following: - an AI entity prefab with a behavior tree component and other various components for game logic. The behavior tree...
  3. J

    performance of BehaviorManager.Restart

    We are seeing big spikes when this function is called, up to 230 ms for 7 trees. Our entities are pooled and we use behaviorTree.EnableBehavior(), behaviorTree.DisableBehavior(true), and BehaviorManager.instance.RestartBehavior (activeBehavior) to handle starting and stopping our trees. Any...
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