Hello, I have a really strange problem where my behavior trees are not loading for a WebGL build. I've spent a few days on this now and cannot get it to work on WebGL. Windows/Linux/Osx all work though.
When I load my scene, I load a pool enemies via this code:
As you can see I immediately deactivate the GameObject that has the behavior tree. My behavior tree is configured to load on start:
Again this works on OS', it is only on WebGL that the trees are not loading when I "activate" (GO.SetActive(true)) an enemy. I have also tried turning on Log Task Changes and nothing is logged to the console. I am building a development build as well so there is logging to the console just nothing for Behavior Designer.
The whole tree is very basic, I added the log tasks trying to output anything to the console:
I thoughts or help would be greatly appreciated.
Thanks.
When I load my scene, I load a pool enemies via this code:
C#:
GameObject enemyGO = Instantiate<GameObject>(Prefab, Container);
enemyGO.GetComponent<AIWeapon>().ProjectilContainer = ProjectileContainer;
Enemy enemy = enemyGO.GetComponent<Enemy>();
enemy.Start();
enemyGO.SetActive(false);
As you can see I immediately deactivate the GameObject that has the behavior tree. My behavior tree is configured to load on start:
Again this works on OS', it is only on WebGL that the trees are not loading when I "activate" (GO.SetActive(true)) an enemy. I have also tried turning on Log Task Changes and nothing is logged to the console. I am building a development build as well so there is logging to the console just nothing for Behavior Designer.
The whole tree is very basic, I added the log tasks trying to output anything to the console:
I thoughts or help would be greatly appreciated.
Thanks.
Last edited: