We have a gameobject in the scene with blackboard and FSM asset assigned to it. I can run the FSM once from code to its end all OK. Re-starting it later doesn’t work (I’m assuming it has previous state that’s interfering, e.g. the graph view shows two green active nodes…)
Instantiating a prefab instead works ok for the first run again. Re-instantiating lets me start the FSM again, it does its first action tasks, then the owner and blackboard get ‘nulled’ in the code (i.e. Unity’s dodgy null ref overloading for destroyed objects).
I breakpointed all the Destroy fns I could find but none were hit!
The only ‘destructive’ action I have is a ForceFinishGraph call in the last state node – no destroy calls anywhere.
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