I’m still confused what are the differences between the two. Can you please give a use case example for the two? When to use and not to use? Thank You!
– A Bound graph is saved along with the gameobject that has the FlowScriptController attached, thus, you are able to have scene Object references like transforms or game objects, assigned within the graph. The downside is that because it is bound to that specific FlowScriptController, it can’t be re-used/assigned to other FlowScriptControllers.
– An Asset graph, has the benefit that it can be assigned to several different FlowScriptControllers, but the downside is that you can’t assign scene object references within it, but of course, you can still do to it’s Blackboard.
I would recommend using a Bound graph, unless you absolutely need to reuse the made flowScript amongst different FlowScriptControllers.
I see. Thanks. So, when I assign a scene referenced gameobject in an asset graph not yet attached to a flowscript controller it actually doesn’t reference anything even when it allows me to?
Also, I think there’s a bug. I created an asset graph and tried making a blackboard variable in it while its not attached to any flowscript controller and an endless NullReferenceException happens.
Last question is can I have multiple blackboards and flowscript controllers on the same object?
Yes, the reference wll be lost in playmode, even if it allows you to assign a reference. The only reasons it allows you to assign a reference is only in the case you actually assign a prefab for example (which IS an asset and not a scene reference).
Regarding the bug, thanks. I will take a look at it, although normaly an asset graph not attached to a controller shouldn’t show the variables panel at all.
Yes you can have multiple flowscripts, but not multiple blackboards. All FlowScriptControllers will use the same blackboard. This is done by design, so that they share the same variables 🙂
Cheers!
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