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In Progress
Fix In Review for 1.0.13
Votes
0
Found in [Package]
1.0.12
Issue ID
BEHAVB-341
Regression
No
Cloned scene agent shares graph instance due to SceneProcessor Pre-initialization
Steps to reproduce:
- Create a new BehaviorGraph and open it
- Disable the OnStart Repeat
- Connect a LogMessage and SetVariableValue to the OnStart node
- Assign a BlackboardVariable<String> to both node with a default value "Hello World"
- SetVariableValue node set the string to "Invalid"
- Attach the Graph to a GameObject in the scene
- Create a script with the provided code and attach it to a GameObject in the scene, then assign to it the agent Gao as Prefab
- Enter playmode and press space several times
Actual results:
- Hello World
- Invalid
- Invalid
- ...
Expected results:
- Hello World
- Hello World
- ...
Reproducible with versions: 1.0.12, 1.0.7
Code:
{code}
public class CloneAgent : MonoBehaviour
{
[SerializeField]
private GameObject m_Prefab;
private GameObject m_Instance;
private void Awake() => m_Prefab.SetActive(false);
private void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
Clone();
}
}
private void Clone()
{
if (m_Instance != null)
{
Destroy(m_Instance);
}
m_Instance = Instantiate(m_Prefab);
m_Instance.SetActive(true);
}
}
{code}
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