Hello,
There is no way to customize the text shown left of the value ports since the text shown there is based on the type of the port and the value that is serialized within that node for that port. You could however create an integer constant variable node and link that to the “Message” if integer is an acceptable type for the port. Would that work for you?
As for showing a dropdown of integers, you could use the “PopupFieldAttribute” on the field to make a popup of predefined integers able to set the field to. Let me know if that works for you.
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Hello,
There is no built in support or an integration for playmaker, but you should be able to call most if not all playmaker public functions via reflection. Drag and dropping the playmaker component (any component) in flowCanvas graph will pop up all public functions, properties, etc the component has and be able to call them from within flowCanvas.
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Hello there,
As far as I can see, you are adding the variable to the GameObject component blackboard, but from within the node you access the local Graph blackboard which is a different blackboard 🙂
To access the GameObject component blackboard from within a node, you can do so with owner.blackboard
. This will return the component blackboard attached to the gameobject where the FlowScriptController is (‘owner’ refers to the FlowScriptController here).
Let me know if that works for you.
Thanks 🙂
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Hello and welcome!
Hmm. That is really weird. I haven’t been reported nor seen any issues using source control repos with FlowCanvas before. Is it just an asset Flowscript you’ve created and commited to the repo? Do you maybe used the external serialization feature on the FS asset inspector at all (if so the text asset also needs to be commited)? Have you saved your project (Unity->File->Save Project) before commiting?
Let me know. Thank you.
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Hello and sorry for the late reply.
You need to get a reference to the object that has the actual event declared, not the event delegate.
For example, I have declared a delegate similar to yours somewhere, and then made a MyClass type (that happens to be MonoBehaviour), within which I have delcared an event that is of that same delegate type.
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public delegate void CameraUpdateEvent(float delta, int updateCount, Camera camera); public class MyClass : MonoBehaviour { public event CameraUpdateEvent myEvent; } |
If I drag a MyClass instance in FlowCanvas editor, the event is shown under “Event” with various options on how to use it. The simplest way to use it is “AutoSubscribe”, but you can also use += / -=, or Get Reference of course.
Let me know if that helps.
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Hello,
Have you by any chance added A LOT of types in the preferred types editor window? If you have and you don’t really use them, removing those will speed up the node browser first time initialization.
There is also an option under the Graph Editor toolbar “Prefs” menu to “Collapse Generics In Browser”. If this is enabled then there won’t be a node for every possible generic argument combination but rather only a single generic node (which you can set the T argument by right clicking the node after it is added). In short, this will also make the node browser much faster.
Let me know. Thanks 🙂
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Hey,
Sorry about that; it happens in some Unity versions. I have just updated the bridge package to fix this. Please re-download it 🙂
Thank you.
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Hello! Do you get any errors/warnings in the console (probably regarding “searchbar”)?
Can you please try importing the attached package and let me know if that works for you?
Thank you.
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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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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:
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public class AssetReference<T> { public T instance; } public class CustomAssetReference : AssetReference<Custom> { } public class Custom : ScriptableObject { } |
Hm… What version of FlowCanvas are you using please?
Thank you.
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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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That is the goal, yes 🙂
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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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You are very welcome!
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You are very welcome 🙂
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