Animation culling creates problem for characters entering screen

Hello,

We have prefab characters on a procedurally generated world. We load chunks of the map when the character comes near them but we use animation culling for better performance.

When animation culling is on (instead of "always animate", characters entering the screen don't play the animation state as written in their behavior trees. Animator stays on the previous state and doesn't trigger the current state.

I presume this isn't a Behavior Designer issue but I'm simply asking for help to overcome it without removing animation culling from the project.
 
I would post this on the Unity forums - that is better suited for these more general questions.
 
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