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Cache performance and chunk usage #172

Answered by quabug
KontosTwo asked this question in Q&A
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  1. Are all these Node/Variant implementations their own component types, or are they all treated as Node/Variant? If the latter, then chunk utilization would be superb. Even the former is okay if many of the same Node/Variant implementations are used.

The memory layout of behavior tree is absolutely independent from Unity.Entities, there's no components at all.
The nodes data (tree) will be stored in a continuance blob, NodeBlob, after build/load.

Entity or GameObject just different data sources for behavior tree which can be access via their own Blackboard.

  1. Even though EntitiesBT is burst-incompatible, massive performance gains could still be made if the BT data structures are laid ou…

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@KontosTwo
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@quabug
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