Due to frequent files and folder restructure, you should remove the previous installation folder and re-import FlowCanvas anew.
It is highly recommended to always keep a project backup before upgrading as well!
– v3.3.1 –
Fix: Unity 6 compatibility (was crashing).
Mod: Minimum Unity version is now 2021.3.xx
– v3.3.0 –
Mod: Double-clicking notes now edits them.
Mod: Make use of the new FindObjectByType API for performance where relevant.
Mod: Graph Refactor will now also immediately save the graph assets when refactoring.
Fix: Right-clicking connections did not work on Mac.
– v3.2.9 –
New: Ability to write notes within canvas groups (right-click group and then “Make Notes”).
Mod: Event Logs are no longer logged in build.
– v3.2.8 –
New: Ability to serialize asset graph json to external text assets (useful for source control).
New: Ability to flag value input ports as ‘required’ on registration and get UI indication if it’s not assigned or connected.
Mod: Support for Unity 2022.3.x searchbar style name change (an error was thrown).
Fix: An error was thrown after closing node browser if graph editor was docked.
– v3.2.6 –
New: In-editor version checking and news.
New: Switch Unity Object (T) flow control node.
New: Added support for Dictionary<string, List<T>> in menus.
New: Added GameObject and Component to Interface auto conversion.
New: A #FLOWCANVAS define in now added automatically in Unity player symbols.
Mod: Graph Refactoring missing reflection references now keeps serialization of input port values.
Fix: Getting attributes was throwing errors related to some Unity attributes.
Fix: Custom Function return call is now per-call instead of per-function.
Fix: Node Browser was stuck loading if closed while loading the first time.
– v3.2.5 –
Mod: Grid is now slightly bigger.
Mod: Removed options for “Show Icons” and “Show Descriptions”. They are now always both shown.
Fix: Edge case bug with cycle referencing prefab blackboards objects.
– v3.2.2 –
Mod: MakeNewExposedParameter method in GraphOwner.
Mod: Made GraphOwner blackboard reference to be Blackboard instead of IBlackboard.
Fix: Reflection GetCustomAttribute and nodes loading.
Fix: Enum flags port info.
Fix: Graph Stop was called on destroy when application was quiting.
– v3.2.1 –
New: Ability to add custom type converter.
New: Inspector ability to create instances derived from abstract types via button.
Mod: Replaced all simple comments with summary blocks.
Fix: “Make Variable” was not working.
Fix: Duplicate search results in node browser.
Fix: Unity 2021 Icon attribute ambiguous reference.
– v3.2.0 –
New: Graph Refactor now has the ability to also batch refactor missing BBParameters.
New: Option in Prefs to “Collapse Generics”, thus avoid clutter in the node browser.
New: Support for new Unity Input System (downloadable integration).
New: [Header] Drawer Attribute.
New: [ShowIf] attribute now also works with properties.
Mod: Variable Model Preview now also works with components (instead of only gameobject) types.
Fix: Update Graph was incorrectly called when starting and resuming graph.
Fix: AotClasses Generator did not handle Enum constraints correctly.
Fix: GameObject Blackboard error when inspecting asset graph.
Fix: TextField focus was not cleared when deleting or moving variables.
Fix: FlagsEnum string info was incorrect.
Fix: Node Browser was hanging in some very specific cases.
– v3.1.8 –
New: SubGraph variables read out mapping is now always in sync while subgraph is running (instead of only when subgraph stops).
New: Ability to debug data bound variables property/field value in blackboard editor (new option found in variable “gear” menu).
New: ErrorCheck virtual method for Tasks to allow for manual task validation.
New: Draw Gizmos event node.
Mod: Root graph deltaTime is now propagated to its subgraphs update.
Mod: When set to AsyncLoad, Graph Owner is not initialized if it is not ‘activeInHierarchy’ (useful for pooling).
Fix: Global Blackboard variables data binding was not initialized.
Fix: Ctrl+S could not be used for saving when Graph Editor has focus.
Fix: BT Switch node to work with arbitrary enum values.
– v3.1.6 –
New: Ability to parent Asset Blackboard to GameObject Blackboard, thus “inheriting” variables from such asset blackboards.
New: Ability to change Variable Types.
New: LayerUtils (Unity Layer extensions which can be used as normal via reflection nodes).
New: OnRenderImage Event Node.
New: Added “Then” output in the Switch Condition node.
New: “Null” node.
Mod: Moved Animator-Based events to separate file than EventRouter (thus fixing certain issues with Animator).
Mod: Disable variable re-ordering in prefabs to avoid accidentally “breaking” prefab overrides.
Mod: Unified AwaitAll node functionality into AND node.
Fix: Asset Blackboard properties binding was not initialized.
Fix: External Inspector errors.
Fix: Coroutine related null references in certain cases.
– v3.1.0 –
ImportantHotfix that used to break graphs under very certain situations! As a result of this, the feature that appends JSON into the graph asset files is temporarily removed.
New: Global Blackboard singleton destroy options when DontDestroyOnLoad is enabled.
– v3.0.9 –
New: Added “On Grounded” and “On UnGrounded” calls in Character Controller event node.
Mod: Object-based event nodes now initialize in OnPostGraphStarted (instead of OnGraphStarted).
Mod: Disabled exposed variable binding preview in editor time (was becoming a bit confusing).
Mod: ColorUsage attribute now works as expected.
Mod: Graph.onFinish callback in now called after execution flags reset.
Fix: Blackboard was setting scene dirty when it had a Unity Object reference.
– v3.0.8 –
New: Ability to use [DeserializeFrom] attribute for refactoring type members where reflection is used.
Mod: Graphs can now serialize in playmode if required.
Fix: MonoManager was throwing error when exiting playmode in certain cases.
Fix: Incorrect assert error (“Graph should have been called in playmode only”), thrown when existing playmode.
Fix: Checking UnityObject against null in certain nodes.
– v3.0.1 to 3.0.5 –
New: Clear On Play option in Graph Console.
New: Double Click maximize/minimize Graph Editor (thanks to @aFoolsDuty on Discord).
New: Support for Gradient, Vector2Int and Vector3Int.
New: Custom Object Drawers now work with inheritance.
New: Added Graph Local Blackboard inspector on the Graph Asset inspector.
New: Added Drag, Drop and Scroll outputs in UI Pointer Event node.
New: Await All node (found in category ‘FlowController/Flow Merge’).
Mod: GraphEditorUtility class is now public once again (changed from internal).
Fix: Implicit Type Conversion.
Fix: OnEnable was called before other nodes had a chance to Init.
Fix: Dragging an Array Value Port was crashing Unity.
Fix: Conflict with Odin.
Fix: BBParameter was not clearing direct value reference when switched to use a variable.
Fix: Blackboard GetVariableValue to also lookup the blackboard inheritance for the target variable (as intended).
Fix: Dictionary GUI was resetting entries in certain cases.
Fix: GC Collect when serializing.
Fix: AOT Classes Generator.
Fix: Inspecting Structs was not working correctly.
Fix: Type Selection GUI in inspectors was creating leaks.
– v3.0.0 –
Please Note: Minimum Unity version is now ‘2018.4.x’ with ‘.NET 4.x’.
New: WeakReferences and WeakReferenceList, WeakReferenceTable.
New: ‘NodeReference’ utility class to create node references easy.
New: Total Refactor SetReferences for performance.
New: Tasks and BBParameters can now exist anywhere in the graph structure. Deprecated ISubTaskContainer and ISubParametersContainer.
Breaks (sorry)
Blackboard overrides on Prefab Instances will be reverted to the Prefab Asset. (Due to new serialization to properly support Variable Overrides).
Bound Graph overrides on Prefab Instances will be reverted to the Prefab Asset. (Due to a Unity bug with [FormelySerializedAs] -> https://bit.ly/37T6CaE ). There is a way around this though. Please contact support if this is an issue for you.
Many other minor fixes, improvements and performance boosts.
– v2.9.7 –
New: Proper support for Unity 2019.3 new Editor GUI theme. Please use the Verdana font on Windows (It’s just better!)
New: Proper handling of OnAwake, OnEnable and OnStart Event Nodes to work the same way as Unity.
New: Added “First Activation” option in FlowScriptController to select between “OnStart” or “OnEnable”, meaning when the first activation will happen.
New: Port tooltips for non-Value Types, now show the object instance (if any). ToString() and if it’s not the same as it’s type name.
Mod: GraphConsole now has a max limit of messages shown.
Mod: Port values now have a smaller font.
Fix: Some MacOS GUI related issues (Thanks to @aFoolsDuty on Discord).
Fix: Some generics-related GUI errors with generic methods.
Fix: Unity Object variable nodes preview was throwing GUI warnings.
Fix: Entering macro in play mode, was resetting macro’s references.
– v2.9.6 –
New: Added new Utility Window “Tools/../Active Owners Overview” that summarize active GraphOwners in play mode.
New: SubGraphs now hold a reference to their parent graph (.parentGraph property).
New: Ports can now be set to ignore “self” instance assignment.
Mod: Graph asset comments are now visible in the GraphOwner inspector.
Fix: Losing unity object references from ports in certain cases.
Fix: Disallowed sending null or empty event names.
– v2.9.4 –
New: Switch Probability Flow Controller Node.
New: Ability to Drag&Drop multiple objects to append in inspector List Editors.
New: Instances of classes and structs in inspectors, are no longer created automatically, but rather with a button on user request.
Mod: Slightly re-organized Flow Controller category of nodes.
Mod: Added MonoBehaviour as default type in Preferred Types List.
Mod: Simplified Full Serializer even more.
Fix: Asset Bundle build warning.
Fix: “Self” assignment was incorrectly trying to assing non UnityEngine assignable objects when the “Self” port was not the 1st value port of the node.
Fix: Welcome Window URLs to point at “new” domain.
Fix: Improved UnityEngine.Object comparisons wherever is possible.
– v2.9.2 –
Fix: Critical serialization bug fixed! Please update if you are using v2.9.1!
New: Physics related “stay” events (like OnCollisionStay), are now called from within Update loop for consistency.
Mod: Improved graph serialization error handling to conserve data if something goes wrong.
Mod: Serialization converters performance gain by avoiding reflection lookup.
Fix: Switch Enum to work correctly when enum has arbitrary values.
Fix: Upcasting type auto-coversion.
Fix: Boolean to UnityEngine.Object type auto-conversion.
Fix: Extractor node when used in .Net 2 Standard.
Fix: Local Blackboard was not correctly assigned when starting graph with null blackboard.
– v2.9.1 –
New: Major serialization refactoring. Serializing properties is no longer supported (only fields).
New: Faster dictionary and lists serialization converters.
New: Double and Long type inspection support.
New: GoTo statement node.
Mod: Removed NETFX_CORE support.
Mod: Graph Minimap now has fixed aspect ratio in relation to Graph Editor window.
Mod: Graph Editor canvas is now infinite in the negative (left-up) axis.
Mod: Removed dark background from node ports in the light theme.
Mod: All code is now re-formatted.
Fix: macOS and retina display issues.
Fix: Drawing order of node ports and spacing.
Fix: Searching operators with c# like symbols (“!=”, “>=” etc).
Fix: AOT generator for global namespaces types.
Fix: Browser filter favorites only, which in cases did not display results.
Fix: Extractor node to take into account type member addition/removal.
Fix: Inherited members categorization in the node browser.
Fix: UnityEngine.Object null check related issues.
Several other micro fixes.
– v2.9.0 –
New: Major files and folders restructure. This also allows usage of Unity Assembly Definitions.
New: All nodes now have 3 Display Verbose Levels -> 1) Minimal (no ports displayed) 2) Partial (only connected ports displayed) 3) Full (all ports displayed).
New: Display Verbose Levels can be changed from either the Graph Editor toolbar, or individually with the new icon button shown above nodes.
New: Connections can now be re-linked (both source and target ports), by click and drag the connection.
New: When dragging a port connection (or re-link), possible target nodes are now highlighted.
New: The Minimap now also shows connections, as well as selected nodes and execution status.
New: Improved ports GUI and layout to require much less horizontal space for the node to display.
New: Custom Event node now has an extra output “Sender”, which is the object that send the event.
New: Blackboard Variables can now be duplicated (through a variable’s options button).
New: Added AutoConverts for quaternions.
Mod: First graph execution is now OnStart instead of OnEnable.
Mod: Stepped and Linear connection visual modes are removed.
Mod: Re-added previously deprecated Internal Var nodes.
Mod: Connections are now easier to click.
Mod: Complete refactor of StyleSheets.
Mod: Removed source PSD files for icons.
Mod: Some general improvements to GUI styles, icons and colors.
Fix: Nodes GUI size is now always relevant to it’s content.
Fix: Ocasional GUI connections flickering when using node inspector.
Fix: Safe check in Custom Function node to only run once concurently.
– v2.8.5 –
New: Unity 2018.3 tested.
New: Graph Finder Utility Window to quickly search, browse, find and auto focus graph elements.
New: Convert Selected Nodes To Macro ability (on right click menu of multiple selected nodes).
New: Value Selector Nodes assortment, similar to Flow Switch Nodes.
New: Float and Int “Snap” Nodes.
Mod: Re-Added categories shown when searching in browser.
Mod: Improved smart matching algorithm to yield better results when searching in browser.
Mod: Deprecated option to “Use Browser”. Browser is now always used where is adequate.
Mod: Type icons now show in consistency in all menus.
Fix: Losing connections on missing reflected method.
Fix: Improved Editor Visual Debug performance.
– v2.8.2 –
New Extractor node is now available in all types instead of only structs.
New: Wait Until, Wait While nodes.
New: More exposed ports for CoolDown and ForLoop nodes.
New: Port.SetDefaultValue to set default value when creating custom nodes.
New: [ExecutionPriority] attribute for nodes.
New: StartEvent no longer yields a frame.
New: Connections are highlighted on hover.
Mod: Removed GameObject Icon Hierarchy Highlighting because it was dropping editor performance.
Mod: Improved Smart Search in Node Browser.
Fix: MessageRouter was applying root motion even when “Apply Root Motion” is off.
Fix: Incorrect BBParameter Promotion when parameter is Dynamic.
Mod: Improved Smart Search algorithm in Node Browser.
Fix: Unity v2018 minor issues.
Fix: Lists re-ordering.
Fix: Nested Custom Functions.
Fix: Event Value Casting.
Fix: A few other very minor issues.
– v2.8.0 –
New: Major editor code refactoring and stepping stones for future development.
New: Ability for multiple Attribute Drawers to work together (Compound Drawers).
New: Much better search matching algorithm within Node Browser.
Mod: FlowController prefabs no longer create a FlowScript sub-asset.
Fix: Graph Editor is no longer auto focused when changing Graph Owner selection.
Fix: Panning nodes when zoom out.
Fix: Several other micro bugs.
– v2.7.0 –
EDITOR GUI
New: GUI Icons for nodes, types and ports.
New: Robust Graph Minimap.
New: Visual Debugging Flow Animations.
New: Graph Debug Console Window. Logs Graph related stuff and clicking on the logs, automatically opens up the relevant graph and focuses the relevant node.
New: GUI option for Colored Headers. (as shown in the screenshots bellow).
New: Assets like Prefabs and Textures, now show preview in the variable node within the editor.
New: The Node Browser is now multi-threaded and as such loads up very fast and remains responsive.
New: When dragging any value port type, it is now appended to all generic nodes and methods without need to add the type to Preferred Types Editor.
New: When dragging any value port type, generic nodes that the dragged type can be used with, are no longer shown within convoluted sub-menus of the type’s namespace.
New: Node and Variables inspector panels are now re-sizable. Yei!
New: Node documentation now show on mouse over as a popup.
New: Connections are now clickable directly on the curve.
New: Support for Control Copy/Cut/Paste shortcuts.
Mod: Reorganized node categories to be more tidy.
Fix: A lot of improvement in Editor Performance when zoom out.
Fix: Ports floating around sometimes when dragging nodes.
FUNCTIONALITY
New: Further reflection optimizations by using IL for JIT platforms.
New: Reflected Constructor Nodes for all types. (Previously: only for specific types).
New: Reflected Extractors Nodes for all Value Types with option to choose what to expose among properties and fields. (Previously: only specific types)
New: Support for reflected Generic Methods.
New: Reflected methods with params array, now have option to expose params to individual ports.
New: Better support for ref and out parameters of reflected methods.
New: Wild Definition feature for Nodes and Ports. Automatically change T type, to the type connected.
New: Support for any Unity and C# Event Callbacks with any number of arguments and two ways of registration (Auto/Manual).
New: Support for Custom Delegate Event registrations. (For advanced users, or those familiar with Blueprints Dispatchers).
New: Support for custom type operators (like Equals, Add, Multiply etc).
MORE FUNCTIONALITY
New: Support for multiple targets in all Object based Event Nodes. Allows to use a single Event Node (like for example Trigger Enter), but listen to to any number of objects that invoke that event.
New: It’s now possible to create Custom Functions with any number of Parameters and optional Return value with visual scripting (a mix of existing Custom Event and Macros).
New: “Break” Flow Control Node. To be used as an alternative way of breaking out of For Loop and While nodes.
New: A handful of new Unity UI-Based Event Nodes.
New: Animator Events Node.
New: Try/Catch/Finally Flow Control Node.
New: Yield Frame, Yield End of Frame, Yield Physics Frame Nodes.
New: Finalized support, nodes and GUI for Dictionaries<string, T>.
New: All Latent Action nodes (like Wait), now have option to either Queue new calls (like it already was done), or Filter new calls out.
New: CustomObjectWrapper<T> node, that allows creating of custom wrapper nodes for any object you drag and drop in the canvas editor.
New: Support for default values for nodes and reflected methods.
Mod: Better and more consistent intellisense menu when dragging value ports.
Fix: Added reflected documentation for Fields that were missing.
Fix: Latent Action Nodes now retain the same Flow.
Fix: Non-Connected and Non-Default input values from being serialized.
Fix: Serializing default node colors.
Lot of other fixes, optimizations andconveniences.
– v1.3.6 –
New: Unity 2017 Tested.
New: UnityEvent event nodes.
New: Support for default parameter values for SimplexNodes.
New: Added “TryCatchFinally” node.
New: Added GameObject and Component types in the “Constructors” nodes category.
New: Added Prefs option to enable/disable active GraphOwner in the hierarchy.
Fix: Reflected nodes not being able to set “Breakpoint”.
New: Utility Instantiate(T) node that handles casting.
New: Reorganized menu and some node names.
New: PreferredTypes are now handled per project. Note that they will be reset to default. Please re-set those, or save a preset before updating.
New: Hierarchy icons now display the state of the behaviour owner (running/paused/stopped).
New: [Protected] attribute for nodes (so that they can’t be deleted once added)
New: [Icon] attribute now has modes to replace title or append to title.
Mod: Improved searching query of Node/Task Browser.
Mod: Graph names confusion is now removed. Asset names are used instead.
Fix: Wrong connections refresh when undo/redo.
Fix: AutoCasting layermask to integer.
Fix: No longer asks for Unity API upgrade.
Fix: Scene not getting dirty when editing a bound graph.
Fix: AOTClasses generator for nested types.
Fix: Instantiating gameobject with multiple GraphOwners bug introduced in latest version.
Fix: Resolving Enumerable Type arguments.
Fix: Windows Universal 10 errors.
– v1.3.2 –
New: Unity 5.5 support.
New: Editor performance improvements.
New: Added “Break” port in all latent action nodes, like Wait or DOTween are for example.
New: Types (including generic types) and methods will now resolve and fallback to other matches by searching types without namespace.
Mod: Node browser is now considerably smaller in size.
Mod: Obsolete methods and properties are no longer shown in menus.
Fix: Duplicate and Delete shortcuts for multiple selected nodes.
Fix: Panning graph is now undoable.
Fix: “Replace Method” in reflection based node context menu, now works for static method overrides as well.
Fix: Runtime Macro instantiation issue.
Fix: Memory allocations for when using Dynamic Variables.
Fix: Export Macro to JSON now correctly includes it’s input/output port definitions.
– v1.3.0b –
Hotfix of runtime bug introduced in previous version that caused exceptions when using framework Task as well as LatentActionNodes like “Wait”
– v1.3.0 –
New: Added OnApplication event nodes.
New: When a node or connection is selected, used Blackboard variables by that selection will now be highlighted.
New: Dynamic and missing parameter variables will now show in red within the Node information UI.
New: Improved Variable Separators and it’s now possible to have a custom name for them (double click to edit).
New: Added ability to colorize Canvas Groups through it’s right click context menu.
New: Added ability to colorize Nodes through their inspectors.
New: Reflected Nodes & Variable Bindings now work with base definition of method and properties (The lowest implementation in class hierarchy is used).
New: Right Click in the Node/Task Browser window now goes back one step.
Fix: “Send Global Event” from sending multiple events in graphs of the same gameobject.
Fix: “Create Defined Blackboard Variables” command, that was incrementally adding Global BB name (eg “Global/”) for global variables.
Fix: Inability to Bind Blackboard Variables when editing a prefab.
Fix: Input Axis Events from not being called when axis becomes zero.
Fix: FlowScripts are now correctly reset when Stopped/Restarted.
Fix: FlowScripts now correctly support Pausing them.
Fix: Further performance improvements relevant to memory allocation on initialization.
Fix: Improved memory allocations when restarting a FlowScript.
Fix: AOT Classes Generator for non-namespaced classes.
Fix: When duplicating or pasting nodes, they will now be auto selected.
Fix: Win Universal Apps 10 support.
Fix: Requirement of “.Net” backend (instead of “.Net Subset”).
– v1.2.5b –
HotFix: Mac menus for bound variables.
– v1.2.5 –
New: Blackboard Variables can now be bound to static properties and fields.
New: Added search in Preferred Types Editor.
New: Added new Preference Option (“Use Browser”). If true the complete browser will be used instead of normal context menu.
New: Added Favorites in Browser.
New: Added search comparison mode in Browser.
New: Constant fields are now able to add as nodes (eg: Mathf.PositiveInfinity, string.Empty etc).
New: When searching in Browser, results are now categorized respectively with foldouts.
New: Custom nodes extended to support up to 10 parameters.
New: Latent Action Nodes (Wait, Tween, etc) are now highlighted to illustrate they are running.
New: Comments TextArea is now expandable.
Fix: Graph will no longer ever reset due to deserialization errors.
Fix: Parsing reflection docs speed.
Fix: Reflected docs parsing cast exception.
Fix: Serialization recovery that was reseting variables.
– v1.2.0 –
New: Added Custom Object and Property Drawers for customizable inspectors.
New: Ability to Drag&Drop variables directly in the flowscripts.
New: Official documentation is now shown for Unity types in node descriptions and within the node browser.
New: Auto-properties are now inspectable in the editor as read-only.
Fix: Variables to never lose reference due to renames that was taking place in some cases.
Fix: Bug where child object references in prefabs were not correctly references once the prefab got instantiated in runtime.
Fix Object Editor errors when entering/existing playmode.
Fix: Input ports not serializing default values.
– v1.1.5 –
New: Improved deserialization GC/speed by 300%
New: The Switch Integer and String nodes now have a “Default” output.
New: Number of supported reflected parameters is now bumped up to 8.
New: Unity Objects can now be connected to bool inputs directly, which in effect checks if the object is null.
Mod: Re-organized node categories to be easier for newcomers.
Mod: Added “Cancel” port in Cooldown node.
Mod: Blackboard variables panel in editor window is now scrollable.
Fix: Support for Unity 5.4
Fix: Serialization error relevant to multiple scenes.
Fix: Cooldown node being fired inconsistently.
Fix: Input Values being lost in some cases.
Fix: Input values being reseted when making a prefab out of the flowScriptController.
– v1.1.0 –
Latent Nodes (nodes that take time) are now queued!
Global Variables are now shown in the context menus to be selected.
List(T) is now appended in context menus of relevant nodes.
Static methods are now shown in filtered menus.
Extension methods are now also appended in menus.
FlowControl nodes are now also appended in filtered menus correctly.
Add “OnVariableChanged” event node.
The “Self” instance port, is now shown in red if the self gameobject does not have the required component.
Added ability to “Change Type” of generic node types through their context menu.
Added “Break” input in ForEach and ForLoop nodes.
String parameters are now shown within brackets (” “) for convenience.
Added ability to easily add out parameters in SimplexNodes through properties.
The [Description] attribute can now be used in SimplexNodes as well.
Fixed deserializing port values that were reseted in some very rare cases.
– v1.0.4 –
Added link.xml file auto-generation based on Preferred Types.
Ensured WebGL support.
More deserialization speed improvements.
Update to Framework 2.4.4.
– v1.0.3 –
iOS/AOT platforms experimental support.
Added more List relevant nodes.
Added List to Array and vice-verse auto-casting.
Fixed node instance ports from returning input instance instead of modified instance.
– v1.0.2 –
Fixed deserialization recovery when missing node type.
Added CharacterController event node.
Added “Replace Method” in right click menu to replace with overload methods if exist.
Added SetOtherBlackboardVariable node under “Variables/Blackboard/Set Other(T)”.
Variables are now able to also be bound to fields except of only properties.
BBParameters can now also be linked to Variables of assignable types.
Added Straight Line connection mode preference.
– v1.0.1 –
Fix: Serialization issue.
Mod: Much better editor performance.
Mod: Even faster deserialization.
Mod: Better Undo.
– v1.0 –
Fix: Deserialization is now fixed and fast.
New: Added node Breakpoints.
New: Drag&Drop connections will now automatically do the connection if there is only 1 possible choice.
Fix: Canvas Editor performance.
Fix: Browser to auto-focus search field
– v0.9.8 –
New: Added variables separator.
New: Added editor indicator that Unity is in play mode.
Mod: Global Blackboards are now persistent between levels.
Fix: Unity 5.2 editor warnings.
Fix: Using BBVariables in Macros.
– v0.9.5 –
NEW: Blackboard variables can now automatically be synced over the network, selectively.
NEW: Creating non simplex custom nodes is now easier.
NEW: Macro Local Variables.
NEW: NodeCanvas Behaviour Tree integration.
NEW: Event Node Targets, can now be set from a Blackboard variable.
NEW: Added Custom Input Axis Event node (able to define any number of axis names).
NEW: Added Switch String Flow Controller node.
NEW: Added Switch Object Tag Flow Controller node.
NEW: Added CacheValue(T) node.
NEW: Flow Merge nodes AND and OR, can now take multiple inputs instead of two.
NEW: Added “Pressed” output in UIPointer Event node.
NEW: Added “Reset” in Sequence Flow Control node.
NEW: Added Task Action and Task Condition nodes for using NodeCanvas made Tasks directly in a FlowScript, thus being able to use any current 3rd party integration available already (Such nodes do no expose value inputs/outputs)
NEW: The Set Variable node now includes operations for floats and integers to Set, NEW: Add, Subtract, Multiply and Divide the input value with the variable.
FIX: Macro node connection being lost.
FIX: Renaming Macro inputs/outputs from removing connections.
FIX: Node context menu not showing all Macros in the project.
NEW: Drag and Droping ports on the Macro Input or Macro Output Node, allows for “promoting” the port to a Macro Input or Output automatically.
FIX: Node connections that were visually shown messed up the first time the editor gets opened.
FIX: Dragging and dropping a gameobject from the hierarchy and selecting a function from throwing errors.
NEW: Flow Execution exceptions (typical in reflection nodes) are now catched and the UI indicates the failed node in red.
NEW: The Editor UI has been improved to make Object type references more visible.
NEW: Default port values are now shown transparent instead of not showing at all.
NEW: Preferred Types List can now be saved/load to a preset file.
NEW: Improved Context Menus filtering when dragging value ports, to include the dragged type in generic node definitions.
FIX: Light theme not showing some node titles.
FIX: When dragging Flow ports, that they looked like they can be connected to string value ports.
NEW: Improved on showing which ports the dragged connection can be made to.
NEW: Switch Enum node type, can now also be set by simply drag and droping an enum port over the node.
NEW: Vector types are now color coded in orange.
NEW: Variable nodes are now color coded in white.
NEW: Visual Debuging is now more snappy and per-frame updates remain constant yellow instead of flashing on/off.
NEW: Reorganized node categories.
Modified node help description to be more consistent in terminology.
FIX: Blackboard deserialization of missing variable types.
NEW: Refactoring method parameters and return types for reflection nodes, is now handled.
– v0.8.8 –
New: Static Code Event.
New: Static Code Event (T).
New: Code Event (T).
New: Dragging any output value port in the canvas allows creating a new variable.
Fix: Preferred Types from reseting and being filtered out.
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