The Filter Decorator is indeed correct to be used in this case.
All Behaviour Tree nodes, including the Filter Decorator’s access times, will be reset when the BehaviourTreeOwner’s behaviour, Stops/Restarts.
By default, the BehaviourTreeOwner, will stop when it is disabled or destroyed (which also happens when another scene is loaded), if the “OnDisable” option in it’s inspector is set to “Stop Behaviour”. Have you maybe changed this option?
Another reason that the BehaviourTreeowner would not stop on scene load, is if you have manually set the gameobject to DontDestroyOnLoad.
Is any of the above the case?
Thanks.
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