Runtime: Selector / Sequencer / Parallel nodes now actively tick all children rather than ticking from the previous child.
Hi,
This seems odd as now the wait node doesn't work and a tree like
However, I may be very wrong and not understand what is going on!
The Sequencer ticks all it's child nodes at once; updating each update where they are meant to run in Sequence. Not sure I get this. I am a newbie however..! It seems like a parallel node now and doesn't do each child in turn.
I found here in the changelog that it states these changes are made so you are correct about the changes: https://github.com/thekiwicoder0/UnityBehaviourTreeEditor/commit/b1b5296bf786d4fcd4fbbc5785d5b13ab9d1e7b5
What I don't understand is why these changes were made, it breaks all comparability to versions before this. Seems like it really should have been a new node vs changing current things.