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[DEAD PROJECT] Visual Programming for Unity.

Discussion in 'Works In Progress - Archive' started by Cynicat, Jul 21, 2014.

?

Are you interested in a Visual Programming System?

  1. Yes!

  2. Only if it where really powerfull.

  3. Only if it where really easy to Use.

  4. Not Really...

Results are only viewable after voting.
  1. khos85

    khos85

    Joined:
    Jul 21, 2013
    Posts:
    541
    This is such a cool idea, it reminds of the google/android app inventor site, but this seems really well done. When will would we be able to try it out? Would you need some beta testers, I would be very willing to do this, this could be very useful for non-programmer types or younger people/schools!
     
  2. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    glad your interested in the project! recently found a really awesome tool for code generation(CodeDOM) that seems to do everything i need (except a few features here and there that could be dealt with) so that makes my job a lot easier. however i still have a lot to do(UI, Editor, Code Reflection, etc...) so i wouldn't expect a beta for a little while. this is just a project in my spare time at the moment and i'm getting back to it after a 6 month hiatus so the design has changed a lot. same concept though, a tool to create C# scripts based on graph mechanics.
     
  3. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    Most of the frameworking is done now. UI stage! thinking about doing a widget system at some point but for now its going to be ugly boxes. need to get to the logic bits quickly. was looking at CodeDOM and sadly it seems it hasn't been updated in forever =<. lacks alot of features and is kinda clunky to upgrade as far as i can tell. going to be making my own very simple version, focused on text generation. hope you are all doing well! Cthulhu Ftaghan! =3
     
  4. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    Sneak peak at the new UI style (extremely early)
    SneakyPeaky.png
    bonuses:
    new style is completely zoom friendly, no pixelation(uses a new DrawAAConvexPolygon command in Unity5).
    proper click ordering(normal OnGUI has things drawn in back receiving mouse events first, huge problem with overlapping menus). i worked around it.
     
  5. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Does this mean you will only be supported Unity 5? Or will you support Unity 4 as well? Im currently using 4, and I dont think ill be upgrading any time soon.
     
  6. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    been looking into it and i think it will be possible to make it back compatible using GL. bit more complicated but shouldn't be too hard as i wire everything through my own function anyway. might be a bit more jaggy though =<. ill try that today. might be a car wreck, might be magic, idk. =3
     
    mimminito likes this.
  7. Stiffx

    Stiffx

    Joined:
    Oct 27, 2014
    Posts:
    455
    This is a really great idea, I know there's a lot of frameworks kinda doing it, but take a look at Unreal Blue Prints, you can have some ideas from what they do. Another thing is that you have to create something that old school guys like me can integrate code to your graphs. For example: I create a code, and at some point I i'm tired of writing so i'll just use the tool to complete the process ( Just an idea ).
     
    boshko likes this.
  8. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    yeah i was thinking something similar. my plan is to allow the generation of partial classes. this way you could have one part of the code in text form and the other in graph form. eg: for something like a voxel engine, code would probably work better for the memory management aspect while the flow and logic of the chunk would be pretty suited towards a graph. but yeah i'm not here to completely replace code. been a programmer way to long to abandon it on a whim. its just that graphs are better at many things, while code is also good at many things. more options = more power. =3
     
    boshko likes this.
  9. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    sorry for the lack of updates. been really busy as well as not having a huge amount of flashy stuff to show. however that doesn't mean i haven't made progress. got most of the complex frameworking done. graphs can contain nodes and also other graphs, nodes contain pins, pins link to other pins. all saved and integrated with the editor correctly. also for the sake of back compatibility I'm switching to simple GUI commands(Box, Button, etc...). also going to be adding a widget system today. so we'll see how that goes.

    hope all your works are going well! have a nice week!
     
  10. Demonith88

    Demonith88

    Joined:
    Jun 30, 2014
    Posts:
    215
    When this will be done ?
     
  11. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    no clue. been on pause for the last week due to a work project. got most of the frameworking down but the UI has been kicking me around a bit. tried a bunch of versions but i can't seem to find a way of doing it that i like.
     
  12. DHARMAKAYA

    DHARMAKAYA

    Joined:
    Dec 1, 2014
    Posts:
    59
    So...I get all the way to this page...and wtf??? Feb 2015??? Where is the promised gorgeous hybrid node based IDE that will turn any state machine I make into clean and perfect C# scripts?! Seems like this project needs a cheerleader or a "motivator". I tend to be better at "motivating"...that's My management style...because it gets things done. Can add some free cheerleading if the beta is as good as it was claimed to be.
     
  13. Cynicat

    Cynicat

    Joined:
    Jun 12, 2013
    Posts:
    290
    this version of the project died here. the unity editor(OnGUI specifically) was to much of a bottleneck. impractical to do well. plus working in an environment that can be recompiled on the fly has some problems. i recently picked up the project again but its VERY early. one major thing gives me some hope. these limitations don't exist when you make it a unity game rather than an editor extension. standalone app made in unity. but as of now its just testing. consider the project dead for now. if it comes back ill make a new thread.