You are correct that there is a bug there. I will fix it in the next version update. It’s not an easy one to post here unfortunately.
By the way, if you are after a turn-based behaviour, setting runForver to false and starting the behaviour with StartBehaviour is probably the best way to go (without stopping it manualy).
By doing this, the behaviour will run once and stop when it’s finished (meaning no action is Running and the root status is either Success or Failure).
You can even provide a callback when starting the behaviour with overload StartBehaviour(System.Action callback), which will be called once it’s finished, so that you can possibly proceed to the next unit for example or “chain” other things.
Let me know if you need any further help with that and if it satisfies your needs.
Thanks
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