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();
            }
        }