Hello,
Having a bit of trouble understanding best practices when working with Wait / Repeat tasks, as relates to Conditional Aborts.
Example being - sibling tree nodes that re-evaluate using Conditional Aborts (Lower Priority), then cancel tasks that have Wait / Repeat tasks downstream right...
Thanks for the link - so my object is not a prefab, however I still thinks it's related.
Weird thing is that some of the variable values on the same behavior do save / persist, but others not.
Anyway - so I'll add a script to populate the values at run-time, thanks!
// WildStyle
Hello there,
Great asset, love it -- I'm running into an issue in Unity 2018.2.14f1 (64-bit), whereby I'm using external behaviors with variables. When setting some shared variables, GameObject or bool etc., they don't get saved / persisted when the scene loads next time.
So for example: I'll...