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Discussion in 'Assets and Asset Store' started by nuverian, Apr 14, 2015.
Hey, Yes, the upcoming v3 fully supports this mode.
Will it be possible for graph to have function to be defined as like in it own bound graph with its own inputs, outputs and local variables. Like Unreal does it?
Also I found a severe refactoring problem.
If you have extract class node in graph with some variable connected to another node, and than you decide to rename that variable in your c# script and switch back to unity, the connection of extracted variable will be silently lost!
And if you rename variable back in c# what will not regain the connection and your project will become potentially very silently buggy.
If you access variable directly in graph it will create red orphan connection after renaming it in c#, which gives errors on play to let us know it exists. And if you rename variable back it will be working as expected.
This should be done for extracted variables as well.
Hello. Right now you can have Macros with their own inputs, outputs and local variables, but not bound.
Bound macros and possibly functions, is something that I will look at after v3.0 is released however.
All this is already fixed for v3.0 and connections are no longer removed automatically ever. Missing connection ports and possibly invalid casts (which can result in very rare cases), are now shown with respective UI as well as validation logs in the Graph Console that point to the error node/connection on click, prompting for a fix. For example:
On top of that, there is now also a brand new Graph Refactor window, which lets you batch refactor potential missing nodes, or reflection based "references" to methods, properties, fields, types etc.
The Graph Refactor window in action.
I guess it does not handle Refactoring of all project. Is mass project refactoring planned?
Well, one step at a time . Let's consider that (to my knowledge) no other visual scripting tool for unity even have a refactoring feature. Alas, probably none even have the serialization recovery feature that's been in FlowCanvas (and NodeCanvas) since day one. With that said, project-wise recovery could be done for assets graphs with ease, but bound graphs can't be discovered that easily since they live in scenes. I can certainly work more on that after release.
@nuverian Hi, is there a way to make the Log window persist the logs as in the Unity log window? When I stop the game the logs get cleared.
Hello and happy new year!
Currently no, but I can add such an option for sure
Hello everyone and happy new year!
FlowCanvas v3.0.0 has just been released and is live on the Unity Asset Store!
There are so many great new features and improvements! As always the whole changelog can be found here:
hi @nuverian thanks for the great asset and the updates in v3
we have just upgraded to the new version with deleting the old folder and importing the new one , when generating the AOT class we are getting lots of errors in it similar to this
"'AOTDummy.NodeCanvas_Framework_ExposedParameter_System_Int32': cannot derive from sealed type 'ExposedParameter<int>'"
there are like 20 of them between flow and node canvas all in the "AOTClasses.cs". we are using ILCPP window , .Net 4x and using unity 2019.3.0f3
Indeed. This has already been fixed and the new version (with the fix) is already live on the asset store (v3.0.1f).
To celebrate the recent release of FlowCanvas v3 and also due to the upcoming Global Game Jam 2020, there is now a giveaway happening where 3 people will win a FlowCanvas license key!
I'm wondering if it's possible to get what I would make in Flow Canvas into a C# script so I can learn how what I'm doing can translate into actual code.
Hey @nuverian, have you had a chance to look at adding bound macros, would be an awesome feature.
On 2019.3.13, WebGL build, I am getting a console error in my browser (Firefox latest) :
[EDIT] Alright, problem has been solved thx to reply #815
+ if anyone can help me on this one, that would be very appreciated