Thanks. I am really glad you like FlowCanvas.
It sounds like a big quest ahead of you! 🙂
Let me shed some light if I can:
1: Most core classes are partial, with parts of them being wrapped in if UNITY_EDITOR while the other part being the runtime one. Maybe this helps 🙂
2. Apart from the fact that ScriptableObject is used to save an asset file in unity, the Unity callbacks at the top (OnValidate, OnEnable etc) are very important to somehow be replicated.
3. Like you mention, GraphOwner is just a host and can easily be replicated. This is probably the easiest part to remove.
4. I think considering the previous parts are done, this will also be relatively easy (FC wise) by the use of the Deserialize method of the Graph.cs.
5. That would be a great bonus 🙂
Well Good luck! and let me know if I can help you in any way!
Thanks!
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