Gavalakis

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Viewing 15 posts - 1 through 15 (of 916 total)
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  • in reply to: Can't find SimplexNode like '+', '*' or '/' in Node Browser #3603
    Gavalakis
    Keymaster

    Hello and sorry for the late reply. To find these, please use the code symbols instead. So for example, for multiple please use the asterisk “*”, or for divide the slash “/”, etc. It is made this way because the mathematical symbols (eg for divide) are difficult to type (most keyboards don’t even have them at all by default).
    Let me know if that works for you. Thank you.

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    in reply to: How to handle AssetReference? #3600
    Gavalakis
    Keymaster

    Hello there,

    I presume you have added the CustomAssetReference type in the preferred types editor, yes?
    I just tried the following in latest version and it working correctly:

    CustomVariableType

    Hm… What version of FlowCanvas are you using please?

    Thank you.

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    Gavalakis
    Keymaster

    Hello and sorry for the late reply. I am glad you like FlowCanvas, thanks 🙂
    SimplexNodes are implemented in a way that differentiate them from “normal” nodes (meaning all those deriving from FlowNode) and this has some restrictions, even though they were implemented this way for straightforward ease of creating nodes.
    If you want total control over your nodes like in your example, may I suggest that you instead create your custom nodes by deriving from FlowNode rather than creating SimplexNodes? This will give you all the control you need since FlowNodes are Nodes, while SimplexNodes, well.. are something different 🙂

    With that said, I can of course implement your suggestion to be able to reference the SimplexNode from within SimplexNodeWrapper, but I would still suggest creating custom nodes deriving FlowNodes for more control like in your use case.

    Let me know what you think.
    Thanks!

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    in reply to: Can’t create “IExternalImplementedNode” node #3593
    Gavalakis
    Keymaster

    That is the goal, yes 🙂

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    in reply to: Execution order for FlowGraphs #3585
    Gavalakis
    Keymaster

    Hey, sorry for the late reply.
    This is an interesting suggestion. I’ve noted this down to see how and if that is possible to implement. However, you could use the different “initialization” calls like OnAwake, OnEnable, and OnStart, so you could initialize the main flowScript in an OnAwake event node, and let other graphs initialize in an OnStart event node. It is not exactly the same as your suggestion, but it may help until I take a look at this 🙂
    The next version is planned for January by the way since there are various changes I am working on.

    Thanks!

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    in reply to: Cannot reference interface #3583
    Gavalakis
    Keymaster

    You are very welcome!

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    in reply to: Signals from/to C# script #3581
    Gavalakis
    Keymaster

    You are very welcome 🙂

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    in reply to: Cannot reference interface #3580
    Gavalakis
    Keymaster

    Hello and thank you! I am glad you like NodeCanvas and FlowCanvas!

    There is a small bug with Unity Object Fields GUI and interfaces, where for it to work, you have to drag and drop the MonoBehaviour (that implements the inteface) itself rather than drag and drop the gameobject. (dragging and dropping the gameobject does not work for some reason).

    Here is a workflow solution to achieve that:
    – Select the “child” gameobject (flowScript) and open its graph editor.
    – “Lock” the graph editor (with the lock button on the top right of the graph editor toolbar).
    – Now select the “top” gameobject and drag and drop the actor MonoBehaviour itself (not the gameobject) on the blackboard within the graph editor (which is still locked to view the “child” gameobject graph).

    Please let me know if this works for you.
    I know this is somewhat cumbersome. I will try to find a solution around the Unity Object Field and that limitation with interfaces.
    Thank you!

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    in reply to: is support edit and run in runtime? #3579
    Gavalakis
    Keymaster

    Hello,

    If you mean to have a GUI graph editor in the final build game, then this is not possible since the graph editor is made for and using the UnityEditor namespace, which is only available within the Unity Editor.

    Thank you.

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    in reply to: Signals from/to C# script #3573
    Gavalakis
    Keymaster

    Hello,
    The two of them work differently. Here are example code with explanation comments for you.

    SIGNAL:

    CUSTOM EVENT:

    If you need any clarification please let me know. 🙂

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    in reply to: How do we write coroutines? #3570
    Gavalakis
    Keymaster

    Hello again,

    Thank you for your input. I believe this has more to do with the implementation of the ForEach node (and similarily for the For Loop node).

    I could implement a ForEach node to act the way you describe in your first post, however there is one problem: To continue with the next element in the iteration, we have to know when the current iteration has ended and there is no apparent way to know when a “flow” has ended since a node can have multiple output ports. Therefore for this to work, it will require implementing an extra Node (like a “Return” or “Continue” node), which will we will have to use at so that the ForEach node, knows when to proceed to the next element. In your example this “Return” / “Continue” node will have to be used right after the “Log Text” node for example.

    Let me know what you think.

    Thank you.

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    in reply to: Error when building for WebGL #3569
    Gavalakis
    Keymaster

    Hello again and sorry for the late reply.

    You indeed have to generate the AOT related classes and link.xml files ( please note that this is documented here by the way 🙂 )

    I am glad that your project is working with the generated files (?). Thank you and sorry for the late replies once again.

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    in reply to: FSM – Manual Check #3568
    Gavalakis
    Keymaster

    Hello,

    “Manual Check” be done only through code by having a reference of the state, which for example you can get with the API of the FSM class and was initially added only for being used through code. HOWEVER, I would advise against it since it is something that is definitely going to be removed in future update since it is rather a leftover feature that sometimes confuse people.

    With that said, “Check Event” condition task, even every frame, in itself has pretty much zero performance impact since its update code is simply this:

    Regarding your 2nd post about the transition not happening, I just did a test and it’s working correctly. Can you please confirm that the Check Event and Send Event are using the same name (its case sensitive) and that the target GraphOwner of both are the same GraphOwner?

    Let me know. Thank you.

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    in reply to: FlowScript as a ConditionTask in Behaviour Tree #3567
    Gavalakis
    Keymaster

    Hello,

    Indeed, sub-flowscript are treated like Actions rather than like Conditions in the Behaviour Tree, and unfortunately, at least right now, this means that they can’t be used with the Dynamic option of nodes in the Behaviour Tree because since the Dynamic option is mean to work specifically with Conditions only. With that said, I will look again at this and see how I can make it happen 🙂

    Thank you.

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    in reply to: Breakpoints #3566
    Gavalakis
    Keymaster

    Hello again,

    There is an option in the Preferences (Toolbar > Prefs) to set whether or not breakpoints pause the Unity Editor (by default they do since I believe it makes a bit more sense).

    If the Unity Editor is paused, then you also have to unpause the Unity Editor (I could make this automatically when you press play in the FlowCanvas editor). But if you don’t like the game to be paused, you can disable the “Breakpoints Pause Editor” in the Preferences.

    Let me know if that works for you. Thanks.

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Viewing 15 posts - 1 through 15 (of 916 total)