Recent content by Someone

  1. S

    BehaviorTree in multi-scene breaks

    Found the problem. I have to explicitly create an instance of BehaviorManager and not let it be auto-created, and then ensure it doesn't get destroyed. It seemed to get auto-created in scene A. So, when scene A got unloaded, the BehaviorManager got unloaded, too.
  2. S

    BehaviorTree in multi-scene breaks

    Does the BehaviorTree runtime link itself to a specific scene? I am experiencing a weird bug. Load Scene A additively Spawn BehaviorTree in Scene A BehaviorTree works fine Load Scene B additively SceneManager.MoveGameObjectToScene(gObj, sceneB) Unload Scene A BehaviorTree just... stops...
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