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Manual ticking makes the Debugger behave weirdly #348

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guicattani opened this issue Jun 29, 2024 · 0 comments
Open

Manual ticking makes the Debugger behave weirdly #348

guicattani opened this issue Jun 29, 2024 · 0 comments
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🐛 bug Something isn't working 🔨 debugger Issues related to the debugger.

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@guicattani
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guicattani commented Jun 29, 2024

Godot version: 4.3.beta2

Describe the bug
When using a manual ticker the Debugger doesn't go all the way to the leaves

To Reproduce
Steps to reproduce the behavior:

  1. Set the BehaviorTree to process mode Disabled
  2. Add a manual ticker along the lines of
extends Node

signal tick

func _ready():
	_tick()

func _tick():
	tick.emit()
	await get_tree().create_timer(1).timeout
	_tick()
  1. Have a Behavior Tree manually ticked by connecting to the tick signal
extends BeehaveTree	

func _ready():
	super()
	ManualTicker.connect("tick", _on_tick)

func _on_tick():
	self.tick()
  1. Run the scene and open the debugger

Expected behavior
The Debugger should work as intended and go through all the branches and leaves

Screenshots

How it's supposed to be
Physics ticker (setting the process mode to inherit)

physicstick.webm

vs

How it is
Manual ticker

manualticker.webm

Desktop (please complete the following information):

  • OS: Window 10
@guicattani guicattani added the 🐛 bug Something isn't working label Jun 29, 2024
@bitbrain bitbrain added the 🔨 debugger Issues related to the debugger. label Jun 29, 2024
@bitbrain bitbrain pinned this issue Jun 29, 2024
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Labels
🐛 bug Something isn't working 🔨 debugger Issues related to the debugger.
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