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Found an answer here. I thought a behaviour tree should start at the last running node to start computation time but that lead to the problem stated in the article. Treating Running States One common question when implementing a Behavior Tree is that: what to do in the next tick after a node returned a running state? There are two answer to it: ...


Rather than calling GameObject.FindGameObjectsWithTag every frame, you could just call Gunner_SpeedIncrease() within OnTriggerEnter when the trigger/collision happens. void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag ("BulletProgressionObject")) { Destroy (other.gameObject); Gunner_SpeedIncrease (); } }


There actually aren't a lot of full-blown behavior tree implementations available. There are a good amount of theoretical "behavior tree by example" or just "this is a behavior tree" documents out there. I'll put a few here, but won't really expand on them much because I'm assuming that you've read them and don't know where to start: Wikipedia article ...

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