1) There is actually a small issue with using breakpoints in the ForEach node, because the iteration is taking place within the node in one frame and pausing the unity Editor is not really possible within a for-each or a for-loop iteration. You can confirm this by running this simple non flowcanvas example if you want 🙂
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publicclassExampleScript:MonoBehaviour{
voidUpdate(){
if(Input.GetButtonDown("Fire1")){
for(vari=0;i<10;i++){
Debug.Log(i);
Debug.Break();
}
}
}
}
You will see that there will only be one pause break and that will be by the end of the iteration.
2) GameObject variables will be debug displayed on the connection, only if the target port that the connection is link TO, is of a GameObject type as well. In this case it is not displayed, because the target port there (on the Log Value node) is of type System.Object. I can take a look at improving this though so that instead of taking the target port type into consideration, to take the actual object type that is passed through the connection.
Thanks!
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