there is still a significant slowdown caused by debug output logged for each tree/subtree instantiation.
AngryAnt Behave version 1.2 loading behaviour tree...
UnityEngine.Debug:Internal_Log(Int32, String, Object)
UnityEngine.Debug:Log(Object)
Behave.Runtime.Resources:Log(String)
BTTestLibraryC0T1:.ctor(IAgent)
BLTestLibrary:InstantiateTree(TreeType, IAgent)
CSAgent:InstantiateTreeType(TreeType, IAgent)
CSSquadAgent:Awake()
UnityEngine.Object:INTERNAL_CALL_Internal_InstantiateSingle(Object, Vector3&, Quaternion&)
UnityEngine.Object:Internal_InstantiateSingle(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
CSGeneral:UpdateGeneral(GameObject)
GameController:Update()
(Filename: ..\..\Runtime\Export\Generated\BaseClass.cpp Line: 2528)
The cause for the slowdown are the logging entries as deep profiling results inside the Editor show.
I don't know how Behave is built up but the Unity documentation could provide a solution at
"...It is recommended to remove all calls to Debug.Log when deploying a game, this way you can easily deploy beta builds with debug prints and final builds without..."
* C#
// Log some debug information only if this is a debug build
if (Debug.isDebugBuild) {
Debug.Log ("This is a debug build!");
}