I’m having an issue where a nested behaviour tree is stuck at a Wait task since the elapsed time is always zero. I’ve been trying to debug for a while, and it seems that the task’s status gets reset every frame for some reason. I’m not sure if this is a bug or if there is something wrong with my graph setup.
This is the sub-graph where it gets stuck:
[attachment file=”stuck.gif”]
And this is the parent graph for more context, it enters the nested behaviour tree at around 85 seconds in runtime:
[attachment file=”stuck2.gif”]
I’m using version 3.16 and Unity 2019.4.13f1. Any help is greatly appreciated, thank you.
I see you have already found the problem in discord :). Indeed, the SubGraph is being constantly restarting because the AnyState condition is re-evaluated true per frame in this example. By the way, you can also tell that the node is restarting all the time, because it looks to be running, but the Running Time (shown above the node) is always 0 (does not progress).