Gavalakis

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Viewing 15 posts - 886 through 900 (of 923 total)
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  • in reply to: Help me find the..? #343
    Gavalakis
    Keymaster

    Hello,

    Maybe I could help you more if you let me know what you want a struct for, or what you strive to achieve 🙂

    Thanks!

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    in reply to: Node Descriptions, Graph browser #342
    Gavalakis
    Keymaster

    Hello and thanks!
    Unfortunately, there is no means b which I can add descriptions on the “Reflected” nodes, but all the other nodes like Events, FlowControllers, as well as custom made (no reflection) nodes, do have descriptions. Just please make sure to enable “Show Node Help” through the “Prefs” dropdown of the editor window.

    Can you please let me know more details of your 2nd request? What do you mean by the list of graphs?

    Thanks a lot!

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    in reply to: How to Add Node FlowScript to NodeCanvas #339
    Gavalakis
    Keymaster

    Hello and thanks!
    I’m very glad you like flowcanvas 🙂

    You will need to download the extension package from the downloads section in this website. There are 3 extensions each for FSM, BT and Dialogue Trees. Once you download and import the packages in your project, you will see the FlowScript node in each of the different FSM, BT and DT NodeCanvas graphs to be added, from within the usual right click context menu 🙂

    Let me know if you face any issue in that matter.
    Thanks!

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    in reply to: Help me find the..? #337
    Gavalakis
    Keymaster

    Hello,
    I am sorry if I am unable to understand, but is that that you have created a custom struct type like:

    .. and that it is not showing up to be added within the Preferred Types Editor?

    Let me know.
    Thanks

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    in reply to: Cycle through an array #332
    Gavalakis
    Keymaster

    Hello,
    Please let me know where, or how I can help you.
    Here is how you can do what you are after.

    Thanks

    Join us on Discord: https://discord.gg/97q2Rjh

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    in reply to: Connecting Scripts #326
    Gavalakis
    Keymaster

    Hello,

    The easiest way to do that, would be to simply drag and drop the game object that includes the script you want to call the funtion, into canvas editor. You will get a dropdown menu, from which you will be able to select any function you want to call 🙂

    Let me know if this works for you.
    Cheers!

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    in reply to: 2D Platformer Pro #324
    Gavalakis
    Keymaster

    Hey. That’s cool!
    Thanks for sharing Andy 🙂

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    in reply to: Flowcanvas or Nodecanvas #321
    Gavalakis
    Keymaster

    Hello,
    Thanks for your interest. 🙂
    They are quite different indeed and depends on what you are after. NodeCanvas is best suited for AI behaviours, while FlowCanvas for event based logic. I would say that NodeCanvas is more all around if you are starting out, since it includes pre-made actions, while with FlowCanvas even if it’s more versatile and flexible, you need to actually visual script your “actions”, thus it needs a better understanding of Unity and basic progamming logic than NodeCanvas does.
    Let me know if I clarify the differences better.

    Thanks.

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    in reply to: Some questions from former Unreal Blueprints user #316
    Gavalakis
    Keymaster

    Sorry I misunderstood 🙂
    By the way, in Unity and in most cases, it’s best if you have references to the Components directly instead of gameobjects, thus if you have a script on a gameobject, it’s best to reference that script/class instead of the gameobject it is attached to. GameObject is really just a placeholder, like a wrapper. At least that’s how I see it. Unless of course I once again misunderstood 🙂

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    Gavalakis
    Keymaster

    Thats a very valid workaround as well, yes 🙂

    Join us on Discord: https://discord.gg/97q2Rjh

    in reply to: Missing operator nodes #314
    Gavalakis
    Keymaster

    Good call. I will add these and some more for the next version.
    As for having multiple inputs in these nodes, I will have to refactor the way these nodes (SimplexNodes) work. One idea I have in mind is the ability to have a special List input, which though is special in the sense that instead of exposing an actual List port type, it exposes a list of ports of T type.
    I will take a look at implementing this as soon as possible.

    Thanks for your suggestions!

    Join us on Discord: https://discord.gg/97q2Rjh

    in reply to: 3rd party integrations eg Tweening? #313
    Gavalakis
    Keymaster

    Thank you! 🙂

    Join us on Discord: https://discord.gg/97q2Rjh

    in reply to: referenced blackboard variable nodes #311
    Gavalakis
    Keymaster

    Hello!

    The only issue I see here is when setting the BBParameter.bb from the input Blackboard type port value.
    If you do this in the editor, the ports are not yet binded, so I can see this work only in playmode, unless I am missing something 🙂
    Please, feel free to post the nodes here so I can take a look. I don’t mind posting nodes here at all.

    I have also attached here the updated variable nodes. This package includes 2 nodes that are able to Get/Set blackboard variable from a blackboard other than the one the flowscript is using. This is done similar to what you probably have, by having an input of type Blackboard, but the key difference here is that instead of using a BBParameter, it simply use a string to enter the name of the variable to get/set from.

    The problem of using a BBParameter instead of a string (or DynamicVar in your case), is that if the blackboard is fetched by a connection instead of a direct reference assignment in the inspector of the node, it will need to be evaluated in the editor and even if I allow binding ports within the editor, I am not sure if evaluating the ports in the editor is a good thing to do, which is required to resolve the blackboard reference.

    Once again, please feel free to post your nodes here and let me know if the new nodes in the package suffice or you have a better suggestion.
    The new get/set nodes can be found under “Variables/Get Blackboard Variable/Get Other Of Type(T)” and respectively “Set Other Of Type (T)”

    Thank you!

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    Gavalakis
    Keymaster

    Hey,

    This is natural and is completely a Unity limitation.
    In Unity, assets (which includes prefabs not placed in the scene), simply can’t have references to scene objects. There is really nothing I can do about this Unity limitation unfortunately. I know it can get frustrating when you start out with Unity.

    The typical workarounds to this, is that you use some of the Find unity static methods, like GameObject.Find, GameObject.FindWithTag or Object.FindObjectOfType for example.

    Let me know if I can help you further with this.
    Thanks.

    Join us on Discord: https://discord.gg/97q2Rjh

    in reply to: More tutorials planned? #303
    Gavalakis
    Keymaster

    Hello 🙂

    Thanks a lot for your suggestion. I will do my best in the comming days to porvide more tutorials and even possibly a video.
    The only issue I’m having with the voice over video is that english is not my native language, but I think I will manage 🙂

    Thanks!

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Viewing 15 posts - 886 through 900 (of 923 total)