Hi, currently I'm building my own custom framework for Unity.
My framework is based on ECS(not Unity's one) so doesn't stick to the specific GameObject, and here is the problem.
I've seen far, External Behavior Tree asset must require a Behavior Tree component for initializing, and running.
but my framework uses GameObject as a proxy for just rendering stuff, which could be used by any Entities at any time.
I could manually assign a proper External Behavior Tree for each Entity by attaching a new GameObject for just Behavior Designer, but it doesn't seem right to make unnecessary memory.
So... I was wondering is there any solution for data component structure?
Like, use only External Behavior Tree assets and run them without using any UnityEngine.Object.
Thanks in advance.
My framework is based on ECS(not Unity's one) so doesn't stick to the specific GameObject, and here is the problem.
I've seen far, External Behavior Tree asset must require a Behavior Tree component for initializing, and running.
but my framework uses GameObject as a proxy for just rendering stuff, which could be used by any Entities at any time.
I could manually assign a proper External Behavior Tree for each Entity by attaching a new GameObject for just Behavior Designer, but it doesn't seem right to make unnecessary memory.
So... I was wondering is there any solution for data component structure?
Like, use only External Behavior Tree assets and run them without using any UnityEngine.Object.
Thanks in advance.