see the attachment picture, i use GraphOwnerControl.StopBehaviour in actionList, but it not work;
i find the Deactivate GameObject Action also can not StopBehaviour;
when i reuse the GameObject (first Deactivate and later Activate ), it will go wrong result.
but Deactivate The GameObject on UNity Inspector can work, so weird.
There exist a special action under the “Utility” category called “Control Graph Owner”, with which you can Stop, Enable or Pause a GraphOwner correctly, and which is made specifically for this reason π
Can you please try this action and let me know if that works for you?
Your example state should also work correctly though. I’ve just tried this and it did. π
Hmm. Do you have more than one GraphOwner components (FSMOwner, BehavourTreeOwner) attached on the gameobject?
Ah, I just realized a small bug and the StopBehaviour will not work correctly as part of an Action List. But, why would you want to stop the behaviour in the middle of an action list in sequence though like in the image above? π
OK…
The Behaviour is useless, i make it just show the bug.
Our Behaviour is like screenshot , it’s a Parallel(First Failure) with two children, left is a action list, right is a Repeat (Forever);
when the action list run GameObject.Deactivate, the Behaviour still running; and Next time we activate GameObject , the behaviour will run the Repeat really forever…
i know there is a mistake about Parallel(First Failure) , it have to be (first success);
but i still think Deactiveate GameObject , but Behaviour not Stop is a litter unusual…