Reducing update rate for performance?

DoGames

New member
Through profiling I've been finding that the Behavior Manager Update in my game has been a major obstacle to getting my game running at an acceptable FPS on the Oculus Quest 1. I was wondering if there is a setting to reduce the frequency of behavior tree ticks (ie: to every N other frames)?
 
Yes, take a look at this page on the Behavior Manager:

 
Is a Behavior Manager tied to the active scene, or is it scene independent?
I use scriptable objects for architecting my game, and virtually all manager monobehaviors sit in my "initializer" scene as in this example:
 
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