The screenshot shows what happens with ~1000 behavior trees going in and out of a pool. The underlying issue is that enabling one behavior causes two EditorPrefs requests for every behavior. For now I 'fixed' this by downloading the source and commenting out
In BehaviorManager.cs ... as far as I can see this is ok to do(?). Possibly a better fix would be to cache EditorPrefs instead of re-querying them thousands of times over any time a single behavior is enabled.
C#:
#if UNITY_EDITOR || DLL_DEBUG || DLL_RELEASE
// let behavior designer know
if (onEnableBehavior != null) {
onEnableBehavior();
}
#endif
In BehaviorManager.cs ... as far as I can see this is ok to do(?). Possibly a better fix would be to cache EditorPrefs instead of re-querying them thousands of times over any time a single behavior is enabled.