I have a very simple setup, with a conditional “Check Null” node that checks if a transform (in this case ‘Target’) is null or not. But when I press play, it doesn’t seem to work, eventhough the transform ‘Target’ is null. The ‘Runtime Debug Bound Value’ also states that the ‘Target’ is indeed null. The weird thing is, when I go to the field ‘Target’ in the inspector, select a random transform, and then select ‘none’ again, everything seems to work fine. It’s like I have to manually refresh it on the first run.
If I replace this node with a ‘Check Field’ node and set it to check whether it is equal to null, it works just fine.
Is checking null not working, or am I understanding something wrong?
Using NodeCanvas 3.2.8 and Unity version 2022.3.7f1 (LTS)