Behavior Package 1.0.10 Now Available!
We’re excited to announce that Behavior 1.0.10 is now available with significant improvements and QoL features that enhance the overall graph experience!
1. Runtime Serialization
After months of stabilization and improvements, we’re pleased to announce substantial fixes to runtime serialization. The original implementation had several critical issues that prevented production usage, but this release addresses many of these concerns:
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Cross-Assembly Support: Fixed serialization issues between different code assemblies
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Reference Preservation: MonoBehavior and prefab references are now properly maintained during save and load operations
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Updated Sample: The serialization sample has been revised to handles previously broken cases reported by users. It now also properly saves to disk between sessions
Important Notes on remaining limitation:
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RunSubgraph (Dynamic)is not yet fully supported and should not be used with runtime serialization. UseRunSubgraph (Static)instead, which is fully supported. -
Shared variables are also not yet supported and will not restore their previously saved value after deserializing. However, you can save these values separately and set the shared blackboard variables post-deserialization.
2. Quality of Life Improvements
While addressing high-priority issues, we’ve implemented several workflow enhancements to solve common pain points:
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Authoring Performance Improvements: Graph editing is now more responsive, especially drag performance.
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Enhanced Undo-Redo Support
- More consistent and predictable undo/redo behavior
- Now supports all Behavior commands, even when no graph/blackboard editor is open
- Automatically rebuilds runtime data when needed
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Play Mode Graph Iteration: You can now iterate on your graph behaviors during Play Mode, making rapid testing and adjustments much more efficient.
3. New StartOnEvent Node Mode
We’ve added a new Queue mode for the StartOnEvent node that preserves and processes messages sequentially. This is particularly useful when you need to preserve messages when multiple events are received in a single frame.
Please note that trying to use this new mode with existing event channels will raise a warning. These channels need to implement the IEventHandlerWithoutNotify interface to work properly. This release adds new generic EventChannel implementations that you can inherit from instead. These implementations include the new interface while providing all the required API, making event channels easier to maintain and update manually.
About Generative AI Features
As part of the Muse product sunset, the generative AI features in Behavior have been disabled.
Changelog
You can review the full changelog here: [1.0.10] - 2025-05-21
Please pay special attention to the “Known Issues” section, as it contains important information about current limitations.
Additional Know Issues (reported post-release)
- The package currently only supports BlackboardVariables of basic types and derived
Unity.Objecttypes, not custom structs, plain old data structures, or C# object classes. - Renaming a type referenced by a Blackboard Variable will make the variable disappear from blackboards asset as serialized references are lost. A potential workaround is to use the undocumented
[MovedFrom]attribute. - The Behavior package includes a default AppUISettings asset. AppUI settings cannot be customized as changes to this asset in the package cache are reverted during package operations. (workaround)
- In the graph editor, moving a node outside of a sequence block doesn’t cause a runtime data rebuild. This can cause visually disconnected nodes to run and have inconsistent behavior with the authoring data. You can force a runtime data rebuild by deleting/reconnecting an edge.
- New generic EventChannel classes have their delegate private, preventing users from registering strongly-typed function to their derived children. (workaround)
Documentation Update
What’s Next
For those who missed it, Harini shared an update about the package before 1.0.9.
We’re continuing to focus on improving the stability of Behavior. We are also looking into light mode support.
Your Feedback Matters
Thank you for your continued feedback - it directly shapes our development priorities. Please keep sharing your thoughts and experiences as we work to make Behavior even better!




