The isConnected property is not really supposed to be used in runtime code, but I could change the code so that it can be used.
What is your use case if I may ask?
PS: I can’t use comparation to null because, NodeCanvas puts “Self” in the input if it is not connected. Also, I don’t want to disable that “self” feature because I’m using it sometimes…
Developer at Lazy Bear Games
http://www.lazybeargames.com
Is that code part of a custom node?
If so, is the reason you are doing these checks, to avoid linking up variable nodes in the graph to avoid redundancy?
In either case, I can see that .isConnected can be useful in certain cases 🙂 As such I will fix this so that it work in runtime for the next version, but until that next version, you can indeed remove the #if UNITY_EDITOR define from “ValidateConnections” and as such have it work as it was working before.
Basically, I need to know if the input of the node is really empty. Even if it can be converted to GameObject and the nodecanvas code will auto-fill it with the “self” value. I don’t need that “auto-fill with self” feature in this particular case.
Developer at Lazy Bear Games
http://www.lazybeargames.com