Hello and sorry for the late reply!
Can you please clarify a bit regarding your setup? Do you mean that this “Main Manager” is a gameobject with a “Global Blackboard” component attached to it?
Let me know. Thank you.
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Hello,
Thank you for letting me know of the issue with building. I will have to find out what is the cause of this. Regarding variables sorting in the browser (“Variables/Blackboard”), they should (and are here) be in the same order as they appear in the blackboard itself. Hmm.
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Hello,
The [RequiredField] does indeed not work with ValueInputs. To be honest, I haven’t thought of adding something similar for ValuePorts. Is the goal to show some UI error for example? I could make the [RequiredField] work on ValuePorts (and/or a way to set a ValuePort to be required in the RegisterPorts method).
Let me know.
Thanks!
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Hello,
Do you mean to show also show the dropdown to select a gameobject with FlowscriptController to open when the editor is empty? Sure, I noted this down and will add this 🙂
Thanks for the suggestion.
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Hello and sorry for the late reply.
You can use “Extract Vector 3” and “New Vector3”, and add a float addition “+” in between like this:
Let me know if this works for you.
Thanks.
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Hello,
The For Loop node makes all its iteration out calls in the same frame. When a Wait node is called multiple times, the calls are queued or filtered (depending on the invocation mode set in the inspector please see here) .
The following flowscript uses a For Loop and Wait nodes. It will instantiate 10 cubes each one after a short delay (0.84 seconds) because of the Wait node.
Let me know if that works for you.
Thanks.
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Hi! Sorry for the late reply.
May I suggest using the “Get List Item (T)” and “Set List Item (T)” instead of the array get/set methods for this?
Both can be found under “Functions/Implemented/Collections/Lists”. (They will both work with the Split array output as is).
Let me know if that works for you.
Thanks!
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Hello and sorry for the very late reply.
There is something like this called the “OSC Pulse” event node (Events/Other). It works with an animation curve (which you can modify) that is evaluated repeatedly and returns the value of the curve. It also has two output event calls “High” and “Low” for when the value is above and below 0.
Let me know if this node works for what you want to achieve. If not, we can make a new one that fits your use case better.
Thanks.
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Hello,
Have you generated the AOTClasses and link.xml files as described here please -> https://flowcanvas.paradoxnotion.com/documentation/?section=working-with-aot-platforms ?
Let me know.
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Hello there,
Within an AttributeDrawer, you can access the source object with the ‘.context’ property. You can then use reflection to call a function by name or in this case get a field (AbilityList) by name. Here is an example of such a drawer:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 |
public class Example : FlowNode { [ListSource("AbilityList")] public string AbilityName; public List<string> AbilityList = new List<string> { "Magic Missile", "Teleport", "Fireball" }; } ///---------------------------------------------------------------------------------------------- public class ListSourceAttribute : DrawerAttribute { public readonly string listName; public ListSourceAttribute(string listName) { this.listName = listName; } } ///---------------------------------------------------------------------------------------------- public class ListSourceAttributeDrawer : AttributeDrawer<ListSourceAttribute> { public override object OnGUI(GUIContent content, object instance) { //... var list = (List<string>)this.context.GetType().GetField(attribute.listName).GetValue(context); instance = (string)EditorUtils.StringPopup(content, (string)instance, list); //... return instance; } } |
Let me know if that works for you.
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Hello there,
I initially opted to serialize translation and zoom so that it is saved with the graph and thus a graph opens up at the same translation/zoom that it was left at. Furthermore serializing translation and zoom also allows for them to be part of an Undo (and thus being more clear what was undoed). With that said, you can open the GraphSource.cs and remove the serialization attributes from the ‘_translation’ and ‘_zoomFactor’ fields to not serialize them. I will also look into this and possibly change them to be serialized in EditorPrefs instead.
Let me know if that works for you.
Thanks!
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Hello!
This has been flagged as a Unity bug unfortunately which I also reported to Unity and they said in the ticket that they know about it and that have fixed it in certain versions of Unity. Here is also a thread I posted about this bug on the Unity forums. Could you please try upgrading to another Unity version please?
Thanks!
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Thank you very much for your kind words 🙂
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Hello and sorry for the late reply.
If you mean this -> https://d3kjluh73b9h9o.cloudfront.net/original/3X/0/5/051945c4cab2b0203f61d6c69e5e39a835e22eaa.jpeg
Then the equivalent in FlowCanvas is the “Delegate Callback” node:
To hook this up, you need to:
There are also other more simpler ways to hook up to events directly as described here: https://flowcanvas.paradoxnotion.com/documentation/?section=events
Let me know if the above is indeed what you were after.
Thanks.
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Hello,
While it is not possible to hide folders or nodes, it is possible to favorite the ones you want and use the “FabOnly” button to only show those. You could also enable the “Collapse Generics In Browser” from the graph editor toolbar “Prefs” dropdown if it is not already.
Thanks!
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