Behavior Graph: blackboard variables not getting updated in UI

Hi.

I’ve created a State enum in behaviour graph, trying to create a simple state machine.
However, during runtime, variable State is shown in default state even when it’s clear the value is different by now. My guess, other variables I have ( mostly bools ) are not showing their real values on blackboard during runtime.

Unity 6000.0.32f1, Behavior 1.0.7

Hi @ClassicCoder,

Your assumption is correct! The variable values will not update in realtime like you would like them to.

We have already discussed this in the past and we are thinking about solutions & better debugging at runtime also to support this.

One hacky way to see the current blackboard state debug is to select the gameobject in the scene view and look at the component in the inspector. But it would be great if the UI in the graph view would show it ofc.

Where is the best place to follow progress on things like this?

It is also possible to use and create custom debug nodes. Alternatively you can make a simple debug UI to display all the blackboard values. This is useful to monitor blackboard asset variables.

I doubt they would be able to implement such a feature with the recent announcement. If you want to follow progress about the package, the best way is to open a ticket and upvote. If they don’t close it for a while, it might be under consideration.

Edit: I actually had issue finding the issue tracker, even more to get it with the proper filter specifically for the Behavior package area, so sharing here: Unity Issue Tracker

Where is the best place to follow progress on things like this?

We don’t have a feature board for Behavior package, so bug reports are indeed the best way for you to track progress on a bug. I can see we have an old ticket for this issue along with another related (about RunSubgraph static). I’ll update the ticket and share it here when I’ve got time. Sorry wrong post, the ticket is for another bug.

But you can indeed report a bug for that functionality in case you would expect it to work in a particular way. It will be evaluated internally. Like @Nobuna-no mentioned, we will close the ticket by Design in case it is not considered a bug.

Thanks

Hi ClassicCoder,

This sounds like a UI sync issue with the Behavior Graph’s blackboard inspector. Even though your state is updating internally, the UI may not reflect changes in real time—especially with enums and bools. This has been reported occasionally in newer Unity builds with Behavior 1.0.7, where runtime updates don’t always propagate visually to the blackboard panel.

A temporary workaround is to add debug logs or use Debug.DrawRay or Debug.Log(State) to confirm values in code. Also, make sure you’re not viewing a prefab instance or a cached graph asset while testing. Try selecting the live instance in the hierarchy during runtime, as that’s the only way to see accurate, updated values in the blackboard.

Regards