Thank you so much, this is a satisfying answer. I will analyze your code for in hopes of being able to figure this out myself, on the meanwhile I will be looking forward to seeing such update and to see how well I can adjust it to fit this particular need, I’m sure it’ll be much better than anything I’ll be able to do in a few months.
Very nice products btw, I’m really liking how flowCanvas and nodeCanvas work.
I do have one more question and that would be:
How can I access another flowScript from a flowScript dynamically? Let’s say object A has a flowScript that is checking all objects inside of its trigger to determine whether they fit a specific category or not. if they do, I’d like to get a reference to their flowscript but I’d like to set these references at runtime. I messed for a day or two with this but couldn’t figure it out, and I think the documentation available didn’t get me much closer, or at least I didn’t catch it up.
The documentation is pretty good btw, I’m not trying to say otherwise.
Just as a clarification, this can be done with pretty much ANY script.
No need to stick to enums: I was able to modify the position weight of Final IK’s FBBIK component (full Body Biped IK or something like that) by simply adding such script through the described above method.
After adding it to the collection, I was able to instantiate on the graph a reference to it and simply get the necessary values and method calls to the things I needed.
It really is a game changer – one of the best things about this package as it allows one to prototype things pretty quickly – and more often than not these don’t even need to be ported to actual C# code. At least I haven’t felt much of a hit in performance.