FlowCanvas has its own special “Console” where you can see errors linked to nodes and etc. If you have this console open, it can cause lag while playing around with your game in the editor.
My scenario:
Spawn 300 objects, all with FlowScripts and all listening for a “TestEvent” event that sends a single GameObject.
Press button on UI that does “Send Global Event: TestEvent” with a random GameObject. The game will lag/freeze briefly as the console is populated with 300 event messages.
I’m guessing the UI re-renders whenever an event comes in rather than on a per-frame basis? /shrug.
Actually, the console is updated only a maximum of once per frame, no matter how many logs are received. A flag “willRepaint” is set in code for that if you want to take a look 🙂
With that said, I also gone ahead and tested your use case exactly, and with the custom GraphConsole open it was actually faster than with the GraphConsole closed (in which case the logs are send to the Unity console instead which seems slower).
What version of FlowCanvas and Unity are you using?
Are you sur that it is the GraphConsole that causes the freeze? Maybe there are many logs in the Unity console instead (which is usually slow with many logs)?
What version of FlowCanvas and Unity are you using?
Unity 2018.4.4f1, FlowCanvas 2.94, macOS ??? (whatever the latest version is).
Are you sur that it is the GraphConsole that causes the freeze? Maybe there are many logs in the Unity console instead (which is usually slow with many logs)?
Yep! The Unity console is empty in the test scene. The problem goes away if the graph console isn’t visible. Scrolling the populated graph console is also slow, if that’s any help. If I turn off info display log line display in the graph console (white dialogue-looking button) to make the log empty then I don’t seem to have any problems.