Hello and sorry for the late reply.
This definitively looks something is going wrong here.
It only takes 56kb here of that same tree, of which 43kb is all due to the Unity Log to Console.
I am sorry, but no matter what I do, I can’t reproduce such a high allocation when the graph is loaded.
How are you loading the graph exactly? Can you please copy/paste the code that you are using to load the graph?
1. restart editor
2. open profiler(click deep profiler)
3. Create new Behaviour Tree (it’s name is BehaviourTree)
4. add this component to any gameobject in scene
5. play, and click “HI” button
if you want video, I will create
using NodeCanvas.BehaviourTrees;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(BehaviourTreeOwner))]
public class LoadBT : MonoBehaviour {
public void OnGUI()
{
if ( GUILayout.Button( “HI” ) )
{
var loaded = (BehaviourTree)Resources.Load( “BehaviourTree” );
GetComponent<BehaviourTreeOwner>().SwitchBehaviour( loaded );
}
}
}