Vergil
New member
Hi, I've encountered a really strange behaviour with conditional task + conditional abort set to both.
I've got a branch with sequence set to conditional abort "Both" like so:
"Is Hesitating?" is a conditional "Float Comparison" task that is set to:
The current value of that float is 0:
And the "Wander" is A* Pathfinding integration task that keeps running indefinitely w/o interruptions.
I've tried adding Debug.Log("Running") to the Float Comparison task script OnUpdate, and it seems it simply do not re-evaluates.
But the cherry on top of this - it doesn't happen to every BT running.
I've got a pooling system, that basically does gameObject.SetActive(false) to the object with BT when it should be "Destroyed".
And gameObject.SetActive(true) to it when it should be "Spawned".
So this happens only if the entity has been disabled previously and re-enabled later on.
What can be causing this? Have I've ran into some rare occuring bug, or am I simply missing something?
Unity v.2019.1.8f1 / BD v1.61
I've got a branch with sequence set to conditional abort "Both" like so:
"Is Hesitating?" is a conditional "Float Comparison" task that is set to:
The current value of that float is 0:
And the "Wander" is A* Pathfinding integration task that keeps running indefinitely w/o interruptions.
I've tried adding Debug.Log("Running") to the Float Comparison task script OnUpdate, and it seems it simply do not re-evaluates.
But the cherry on top of this - it doesn't happen to every BT running.
I've got a pooling system, that basically does gameObject.SetActive(false) to the object with BT when it should be "Destroyed".
And gameObject.SetActive(true) to it when it should be "Spawned".
So this happens only if the entity has been disabled previously and re-enabled later on.
What can be causing this? Have I've ran into some rare occuring bug, or am I simply missing something?
Unity v.2019.1.8f1 / BD v1.61
Last edited: