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This behavior is by design. See the first point on the fixed section of the changelog for 1.0.9: https://docs.unity3d.com/Packages/com.unity.behavior%401.0/changelog/CHANGELOG.html#fixed-4 > Node execution will no longer be deferred to the next frame. This means an entire graph can fully execute in a single frame if none of its nodes take time to execute. Because this can potentially allow users create an infinite loop using a Repeat node or Start with repeat on, we will now abort a graph and throw an exception if it takes longer than a second to run in a single frame. Note: This abort will not happen if the debugger is currently attached to the process. You can add a "wait frame" node in between to achieve the desired behavior.
How to reproduce:
1. Open the attached "IN-126742_TempBehaviorBug.zip" project
2. Open the "SampleScene"
3. Open the "Behavior Graph" asset
4. In the Behavior Graph window change 0 to 1 in “Wait for ... seconds” node
5. In the same window press the Debug button in the top left corner and select the GameObject "AGENT" from the dropdown
6. Enter Play mode
7. Observe the Behavior Graph window
Actual result: The “Wait for ... seconds” node shows a Running state icon in it's top right corner, and the “Log ... to the console” node doesn't show any icon
Expected result: “The Log ... to the console” and “Wait for … seconds” nodes show a checkmark icon in their top right corner for at least a frame
Reproducible with: 1.0.9 (6000.0.64f1), 1.0.13 (6000.0.64f1, 6000.3.1f1, 6000.4.0b1, 6000.5.0a3)
Not reproducible with: 1.0.0 (6000.0.64f1), 1.0.8 (6000.0.64f1)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Notes:
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