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Question How to access namescapes in the Visual Scripting?

Discussion in 'Visual Scripting' started by DryreL, Jan 30, 2023.

  1. DryreL

    DryreL

    Joined:
    Feb 23, 2020
    Posts:
    49
    Hi!

    Today, I downloaded a custom asset from the Unity marketplace called Easy Event Manager.

    I checked the manual and its usage seems very easy.
    Yet, the manual shows only C#.

    I'm using Visual Scripting and I don't know how to use it because it does not show up in the nodes. According to C#, it requires to add "using TigerForge;" to access events.

    Could anyone help me how to do this in Visual Scripting?



    Thank you in advance!
     
  2. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    2,050
  3. DryreL

    DryreL

    Joined:
    Feb 23, 2020
    Posts:
    49
  4. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    2,050
    From a quick look at the manual, the API involves passing around methods in variables and UVS does not support delegates/callbacks. So UVS is unable to handle this via reflected nodes you get from Type Options.

    You can integrate the asset by writing custom nodes in C#. Or get FlowCanvas (a paid UVS alternative) from the asset store, which does support delegates.

    One thing you'll find coming from Blueprints is that Unity Visual Scripting is pretty basic. And this is intentional - Unity consider it a tool for artists, animators, level designers and other non-coder talent. It's not meant for general scripting like Blueprints is.
     
    DryreL likes this.
  5. DryreL

    DryreL

    Joined:
    Feb 23, 2020
    Posts:
    49
    Oh, I just forgot the clicking on Regenerate Nodes
    upload_2023-1-31_11-1-48.png

    It worked now. Thank you!

    upload_2023-1-31_11-0-47.png
     
  6. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    2,050
    Glad you got it working.
     
    DryreL likes this.