private void FixedUpdate() { //1. send position of target/goal to Plugin Vector3 targetPos = m_target.transform.position; BehaviorPlugin.SetTarget(new float[] { targetPos[0], targetPos[1], targetPos[2] }); //2. transfer all agent data necessary for force and torque calculations from Unity to Plugin //3. update agent position and orientation //4. transfer all data necessary for Unity agent update from Plugin WriteActorDataArray(); BehaviorPlugin.UpdateActorData(Time.fixedDeltaTime, m_actorDataArray, m_actorNum); WriteActorTransform(); }