internal override void SynchronizeBehavior() { base.SynchronizeBehavior(); var app = App; if (app == null) { return; } if (_currentTargetPoints.Any()) { TargetAction.PerformActionUpdate(new TargetData() { targetedPoints = _currentTargetPoints.Select((point) => { return(PointData.CreateFromUnityVector3(point, Behavior.Actor.GameObject.transform, App.SceneRoot.transform)); }).ToArray() }); _currentTargetPoints.Clear(); } }