guyboots_thunderbro

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Viewing 13 posts - 1 through 13 (of 13 total)
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  • in reply to: Viewport bug with bound graphs, prefabs, and auto-save? #2931
    guyboots_thunderbro
    Participant

    Hm, I see, that does make sense. If the editing will be slow with auto-save on, maybe there should be an editor window message to that effect — if FlowCanvas can detect auto-save at all, anyway?

    Either way I’ll chalk this down to “Unity quirk” and make sure to turn off auto-save. Thanks!

    in reply to: [Feature Request] Snap node proportions to grid line #2930
    guyboots_thunderbro
    Participant

    > Are you suggesting that their right and bottom also become bigger as much as required to snap to the next grid “interval” as well?

    Yes. I think that would improve things when it comes to visually aligning nodes.

    in reply to: [BUG + FIX] Sometimes node selector "freezes." #2889
    guyboots_thunderbro
    Participant

    Also: I probably haven’t found _all_ the thread related issues… just this one. Threading in general is kind of tricky, but I hope this solves some problems.

    guyboots_thunderbro
    Participant

    This was discussed with the asset developer on Discord a few days ago and it seems they’ll be moving the graph window zoom / translation out of the asset to resolve this. Not sure when it’s happening, exactly.

    in reply to: Flowcanvas VS bolt #2406
    guyboots_thunderbro
    Participant

    So Nodecanvas VS what you are currently using, are they the same thing? What asset are you using for behavior trees?

    I’m using NodeCanvas for my AI! The behavior tree part of it. I use the FSM part of it to manage other kinds of state.

    Would Nodecanvas or bolt or what you are using, help me in this regard, once I learn to use state machines / behavior trees?

    All I can say is that it helped me model my more complex AI. The prototype I’m working on right now doesn’t have particularly complex AI.

    in reply to: Flowcanvas VS bolt #2401
    guyboots_thunderbro
    Participant

    Do I need nodecanvas? is it basically a necessity? I do want to do A.I. for enemies somewhere down the line, and it seems state machines / using behaviour tress make it easier?

    It depends on the complexity of your AI. Personally I use a BT for almost all of my AI at this point, but that’s because I already know the tool and the paradigm of behavior trees so I might as well leverage it. For a person new to the concepts, it requires some investment, which may not be useful if you’re making simple AI that just follows the player, navigate the environment, etc, etc.

    in reply to: Flowcanvas VS bolt #2399
    guyboots_thunderbro
    Participant

    Preface: not the developer of FlowCanvas or Bolt or any asset store product really.

    They’re kinda similar, kinda not.

    At a high level:

    Bolt supports both state machines and flow graphs in a single tool. This means you can define state machine conditions as flow graphs. That’s convenient.

    FlowCanvas is just a flow graph; NodeCanvas is its FSM-based counterpart (that also supports behavior trees). They’re two separate products, and there’s a “bridge” asset you can download if you need FlowCanvas to talk to NodeCanvas, or vice versa. It’s not as convenient as Bolt’s all-in-one approach to be honest, but NodeCanvas’ behavior trees implementation is pretty valuable so I understand why they’re separate products.

    At a low level (performance):

    “It depends.”

    Right now I’d say performance is pretty similar. Bolt 2, the next major version of Bolt, will reportedly compile down to C# code, so it may be measurably faster than FlowCanvas’ reflection technique, but whether that has a material impact on your game depends on a variety of factors.

    I own both assets. Currently I’m leveraging NodeCanvas+FlowCanvas. Things could be better, but I could also be a unicorn, so I’m going with what works for me, for now.

    in reply to: Bug? Cannot see connected port types. #2397
    guyboots_thunderbro
    Participant

    […]The gist is that if a port is connected, then you probably already know what type it is, but I see what you mean 🙂 .

    I think it’s because I use a lot of custom types the names can sometimes be vague, so sometimes I feel the need to double check myself. I can see what you mean though by saying that I should already know about the types. 🙂

    in reply to: Editor Bug: FlowCanvas Console Log can lag game. #2393
    guyboots_thunderbro
    Participant

    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.

    No big deal if it can’t be reproduced or fixed!

    guyboots_thunderbro
    Participant

    I just made the changes so that classes display “NULL” tip when they are null and also display their .ToString() if it is overriden (and it returns anything other than the type name which is the default).

    Hurray!

    I will need to also take a look at adding the ability to turn the parameter back to null somewhere in the GUI (probably right click on the parameter name? )

    That’s good for me. I don’t know how discoverable that is for everyone, though, but I don’t have any better suggestions either.

    in reply to: Bug: Blackboard Headers show up as Variables. #2294
    guyboots_thunderbro
    Participant

    Headers will show up during a search (that control that shows up when you right click the canvas).

    For instance, I have a “Currently Selected…” header, and a bunch of variables in the form of “Currently Selected Unit,” “Currently Selected Ability,” etc.

    Searching for “Currently Selected” also lists the header, “Currently Selected…”

    guyboots_thunderbro
    Participant

    > <span style=”background-color: #fbfbfb; color: #323232; font-family: ‘Open Sans’; font-size: 12px;”>Just to clarify, are you calling a SendEvent from the root gameobject graph, that you are expecting to be “catched” by a graph on the child gameobject?</span>

    Yep!

    > <span style=”background-color: #fbfbfb; color: #323232; font-family: ‘Open Sans’; font-size: 12px;”>If that is the case, then the problem should be that, when the root graph “Start” is called, the child graph is not yet initialized and as such the event is never catched. One of the changes I am planning for the next version, is to initialize the all graphs before any “Start” event is called. This will effectively fix the issue, if that is indeed your setup.</span>

    That sounds great!

    in reply to: Logical signal suggestion #2224
    guyboots_thunderbro
    Participant

    There’s a bug in this fix.

    var word = words;

    should be

    var word = words;

    OK, the forum is actually eating the text for some reason, so…

    You need to add an indexer accessor to words, passing in i as the position in the array.

Viewing 13 posts - 1 through 13 (of 13 total)