Hi, I'm experiencing an issue where breakpoints do not trigger during the first tree pass when using Behavior Trees.
The debugger simply skips all breakpoints on the initial pass, but starts working normally on subsequent passes (only when Restart On Complete tick is set to true).
I'm using Unity 6000.0.63.f1 LTS and Behavior Designer v1.7.12 (latest).
It happens always, no matter if I enable tree from code or the tree starts itself automatically when entering playmode.
Is it a bug or am I missing something? This issue is quite problematic for me.
The debugger simply skips all breakpoints on the initial pass, but starts working normally on subsequent passes (only when Restart On Complete tick is set to true).
I'm using Unity 6000.0.63.f1 LTS and Behavior Designer v1.7.12 (latest).
It happens always, no matter if I enable tree from code or the tree starts itself automatically when entering playmode.
Is it a bug or am I missing something? This issue is quite problematic for me.
