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Thank you for reporting a bug to Unity. After reviewing the behavior, we've confirmed it aligns with the current design and intended use of the feature. We understand this may differ from your expectations or workflow. For more context, when working with nested graphs, modifying a leaf (sub) graph causes the parent graphs to be marked dirty and rebuilt, even if the parent graph itself was not changed. While this behaviour was made on purposes to make sure the parent is always up to date, it creates merge conflicts when multiple team members edit different leaf graphs concurrently. This should not have been an issue, but Behavior package implementation currently violates the Unity serialization tenet by serializing its derived data in ScriptableObjects instead of storing them in the Library folder. Given the current package investment, we do not have the resources to commit to the required refactor without impacting our existing users. So instead, we are planning to provide a workaround workflow in an upcoming release that will let user load static subgraph by reference (similar behaviour as dynamic subgraph). We will close this case as 'As Designed.' If you have feedback on how the feature could better meet your needs, please let us know - we value your input and consider it in future improvements.
How to reproduce:
Actual result: “Child“ and “Parent“ assets are dirtied and shown
Expected result: Only the “Child“ asset is dirtied and shown
Reproducible in: 1.0.8, 1.0.13 (6000.0.63f1, 6000.2.14f1, 6000.3.0f1, 6000.4.0a5, 6000.5.0a2)
Not reproducible in: 1.0.7 (6000.0.63f1)
Reproduced on: Windows 11 Pro (25H2)
Not reproduced on: No other environment tested
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