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Introducing the uScript Visual Scripting Tool for Unity!

Discussion in 'Assets and Asset Store' started by uScript, Apr 6, 2011.

  1. yuze

    yuze

    Joined:
    Dec 17, 2012
    Posts:
    42
    Hi guys, I'm having a problem with trigger events. Basically when I set one up, it triggers all other ones too. How do I avoid this? Thanks!
     
  2. CaptainExtra300

    CaptainExtra300

    Joined:
    Jul 14, 2012
    Posts:
    130
    @uScript

    where is the "Now with real-time visual debugging!" feature?
    or how do you activate this from?
     
  3. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    what node can I use to deactiveate/activate a gameobject?

    [FIXED] oops Sorry forgott to edit this post instead of creating a new one..
     
    Last edited: May 18, 2013
  4. Darkoo

    Darkoo

    Joined:
    Feb 4, 2013
    Posts:
    96
    $cullingByDistance.jpg
    Anyone who can figure out why this douse not work. thanks for the help!
    FIXED

    $cullingFixed.jpg
    I am still learning. :)


    And by the way, anyone else who gets major gamelags when I press play in unity but the lags is gone when I close down the uscript tab. Also when right clicking in uScript grid the is a ~3 sec lag before the menu pops up.
     
    Last edited: May 19, 2013
  5. panz3r

    panz3r

    Joined:
    Dec 10, 2012
    Posts:
    33
    can you tell please if there is any support for raw udp/tcp communication ?
    I find tcp/ip being a major miss in Unity . I know there is standard library but all pointers are towards microsoft documentation.
    Wound be nice to have something integrated like:

    connect to this ip on this port on tcp/udp
    send this data
    put here received data
     
  6. NavpointSoftware

    NavpointSoftware

    Joined:
    Apr 30, 2011
    Posts:
    102
    Hey guys,

    Just to let your know ive been working on an Ngui to Uscript tutorial and today I finished it.

    It also doubles up as an introduction to Uscript with a 60page step step guide so if any of you are using Ngui and stayed away from Uscript because of compatibility fears hopefully this tutorial will help you out!

    Download links in this thread....

    http://www.uscript.net/forum/viewtopic.php?f=18&t=2554

    Regards,

    John
    P.s Im not a member of the Uscript team.....just a long time satisfied customer!
     
  7. panz3r

    panz3r

    Joined:
    Dec 10, 2012
    Posts:
    33
    Just sticked with lidgren and and C#, quite reliable and cheap solution. Would be cool however to have this integrated in uscript maybe sometime in the future.
     
  8. Venged

    Venged

    Joined:
    Oct 24, 2010
    Posts:
    500
    Thanks for creating and providing this!
     
  9. Jax_Cavalera

    Jax_Cavalera

    Joined:
    Jul 22, 2013
    Posts:
    44
    In the videos I watched for this software, it doesn't show if you are able to create and / or minimize node groups or save groups of nodes as brand new functions that can be re-used in future projects. Or if you can do this, if you are able to add a description to these node groups so hovering over the minimized group brings up the description you have created for it without needing to unfold it to see what it does.

    Also and this may actually be listed somewhere that I've not yet found but to use this Asset, will I need the Pro version of Unity or can I use the free version?
     
    Last edited: Jul 29, 2013
  10. crafTDev

    crafTDev

    Joined:
    Nov 5, 2008
    Posts:
    1,782
    It does all of what you said. You can name a "Recipe" or as the correct term to use Nested Graphs, and give them descriptions so when you hover over it in the node palette it shows the info in the description panel.

    Also works on all versions of Unity.
     
  11. Jax_Cavalera

    Jax_Cavalera

    Joined:
    Jul 22, 2013
    Posts:
    44
    Nice thank you for the swift reply as well, one last question regarding things. Are there any known limitations.. I see a lot of comments from people saying that if you want to make a fully featured game, you can't achieve this using this type of approach as it's using building blocks.. so you will be limited by the building blocks that the creators of said software have created unless you know how to script (which for someone like me is the very reason I'm interested in this software as I could learn to script but my brain digests code better in this format).

    I'm looking at creating a MMORPG using this Asset.. is something like that possible or would I need to combine this with other assets or produce my own hand written code or lower level node blocks to achieve such a goal?
     
  12. Gunhi

    Gunhi

    Joined:
    Apr 18, 2012
    Posts:
    294
    I'm a beginner in uScript. Just a newbie question is that How can I connect uScript with written C#.

    For example, my C# scripts have some Variables, functions. I just want to send them into uScript and back.
     
  13. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
    Gunhi, for product support of uScript, you should visit our forum here - http://uscript.net/forum The uScript developers are there daily to support users.
     
  14. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
  15. Thale-Kari

    Thale-Kari

    Joined:
    Feb 24, 2013
    Posts:
    1
    I am a game developer , currently working on my game with uscript. I have considered doing a short game play trailer with my game with the beta version at first then later purchasing the retail version.Is this possible??
     
  16. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
    Do you mean using the PLE version? You are welcome to use it to create a promotional trailer-- though it will have the uScript watermark in your game footage. If you need more detailed information, please join us on the uScript forum here: http://uscript.net/forum
     
  17. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
  18. Redtail87

    Redtail87

    Joined:
    Jul 17, 2013
    Posts:
    122
    Is it possible to group nodes in a graph without using externals?
    If you can't do that, is it possible to drag n' drop graphs from the project panel into the graph editor?

    also can you modify variables attached to nodes through the update function of the same node?
     
    Last edited: Dec 16, 2013
  19. KidSicarus

    KidSicarus

    Joined:
    Feb 3, 2014
    Posts:
    35
    Hello. I cannot seem to get a registration e-mail sent to me at the uScript.net forum, so I must ask here.

    How much longer is your sale going on/leaving beta? It's hard for us to determine but it would be knowledge that would help us out a lot with our limited resources.

    Thank you.
     
  20. lyndontroy

    lyndontroy

    Joined:
    Dec 12, 2012
    Posts:
    31
    Is UScript no long viable and supported? Seems to be no activities.er
     
  21. Michael-Ryan

    Michael-Ryan

    Joined:
    Apr 10, 2009
    Posts:
    173
    uScript is certainly still supported and being developed. The latest version was released on November 6 (9 days ago), and a Personal Learning Edition can be downloaded from our website for examination.


    Our uScript forum is quite active with thousands of topics and posts. Check it out and let us know if you have any product suggestions or feedback!


    Thanks!
     
    twitchfactor likes this.
  22. artrynk81

    artrynk81

    Joined:
    Mar 2, 2013
    Posts:
    2
    Does future version support upcomming Unity5 ?
     
  23. Elecman

    Elecman

    Joined:
    May 5, 2011
    Posts:
    1,351
  24. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
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    What are the differences between each versions ? i didn't find anything about it.
     
  25. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    lol I just email the developers with this exact question.. $150 for Reflection and Code Break. I need to understand in depth what these do and what Basic can't do?

    My main question is can Basic have nodes for my other Unity assets? If so what kind of work is it to get access to those nodes compared to Pro?

    $150 and I just might like to do a little of the work myself for my simple game ;)
     
  26. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    Ahh I just d/l'd the Personal Learning Edition.

    My question is what are the limitations? Is it timed or does it not allow compile or something?

    I would gladly fork over $190 if I publish a game with it but there must be some way they stop people but from just relying on honesty...
     
  27. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    The Detox Studios forums do not seem to be accepting new members... I signed up and it never sent my my auth email... I ask it to resend and that also never showed up. (not in junk section either of course)
     
  28. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    I have requested the auth email be resent twice now and now almost a day later nothing...
     
  29. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    I think reflection is limited perhaps ; so you could not access methods of your own coded game object.

    I baught the basic 35$ version ; and it has already a lot ; you can access the same nodes and actions or events as Pro.
    The tool is clearly for non coders after using it some time ; if you can use C# ; it is better ; because it is less spagehtti ; and less over processing because the generated code generate lot of call to generated functions.

    Some example of controlling a physic ball with keyboard :
    (If you make a more complicated graph ; the code just becomes a nightmare to read.)


    The generated Uscript code :

    Code (CSharp):
    1. //uScript Generated Code - Build 1.0.2978
    2. //Generated with Debug Info
    3. using UnityEngine;
    4. using System.Collections;
    5. using System.Collections.Generic;
    6.  
    7. [NodePath("Graphs")]
    8. [System.Serializable]
    9. [FriendlyName("Untitled", "")]
    10. public class ballgraph : uScriptLogic
    11. {
    12.  
    13.    #pragma warning disable 414
    14.    GameObject parentGameObject = null;
    15.    uScript_GUI thisScriptsOnGuiListener = null;
    16.    bool m_RegisteredForEvents = false;
    17.    delegate void ContinueExecution();
    18.    ContinueExecution m_ContinueExecution;
    19.    bool m_Breakpoint = false;
    20.    const int MaxRelayCallCount = 1000;
    21.    int relayCallCount = 0;
    22.  
    23.    //externally exposed events
    24.  
    25.    //external parameters
    26.  
    27.    //local nodes
    28.    System.Single local_1_System_Single = (float) 0;
    29.    System.Single local_14_System_Single = (float) 15;
    30.    System.Single local_17_System_Single = (float) 0;
    31.    System.Single local_19_System_Single = (float) 0;
    32.    System.Single local_23_System_Single = (float) 0;
    33.    System.Single local_3_System_Single = (float) 0;
    34.    UnityEngine.Vector3 local_5_UnityEngine_Vector3 = new Vector3( (float)0, (float)0, (float)0 );
    35.  
    36.    //owner nodes
    37.    UnityEngine.GameObject owner_Connection_29 = null;
    38.  
    39.    //logic nodes
    40.    //pointer to script instanced logic node
    41.    uScriptAct_SetComponentsVector3 logic_uScriptAct_SetComponentsVector3_uScriptAct_SetComponentsVector3_6 = new uScriptAct_SetComponentsVector3( );
    42.    System.Single logic_uScriptAct_SetComponentsVector3_X_6 = (float) 0;
    43.    System.Single logic_uScriptAct_SetComponentsVector3_Y_6 = (float) 0;
    44.    System.Single logic_uScriptAct_SetComponentsVector3_Z_6 = (float) 0;
    45.    UnityEngine.Vector3 logic_uScriptAct_SetComponentsVector3_OutputVector3_6;
    46.    bool logic_uScriptAct_SetComponentsVector3_Out_6 = true;
    47.    //pointer to script instanced logic node
    48.    uScriptAct_MultiplyFloat logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_7 = new uScriptAct_MultiplyFloat( );
    49.    System.Single[] logic_uScriptAct_MultiplyFloat_A_7 = new System.Single[] {};
    50.    System.Single[] logic_uScriptAct_MultiplyFloat_B_7 = new System.Single[] {};
    51.    System.Single logic_uScriptAct_MultiplyFloat_FloatResult_7;
    52.    System.Int32 logic_uScriptAct_MultiplyFloat_IntResult_7;
    53.    bool logic_uScriptAct_MultiplyFloat_Out_7 = true;
    54.    //pointer to script instanced logic node
    55.    uScriptAct_MultiplyFloat logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_10 = new uScriptAct_MultiplyFloat( );
    56.    System.Single[] logic_uScriptAct_MultiplyFloat_A_10 = new System.Single[] {};
    57.    System.Single[] logic_uScriptAct_MultiplyFloat_B_10 = new System.Single[] {};
    58.    System.Single logic_uScriptAct_MultiplyFloat_FloatResult_10;
    59.    System.Int32 logic_uScriptAct_MultiplyFloat_IntResult_10;
    60.    bool logic_uScriptAct_MultiplyFloat_Out_10 = true;
    61.    //pointer to script instanced logic node
    62.    uScriptAct_AddForce logic_uScriptAct_AddForce_uScriptAct_AddForce_26 = new uScriptAct_AddForce( );
    63.    UnityEngine.GameObject logic_uScriptAct_AddForce_Target_26 = default(UnityEngine.GameObject);
    64.    UnityEngine.Vector3 logic_uScriptAct_AddForce_Force_26 = new Vector3( );
    65.    System.Single logic_uScriptAct_AddForce_Scale_26 = (float) 0;
    66.    System.Boolean logic_uScriptAct_AddForce_UseForceMode_26 = (bool) false;
    67.    UnityEngine.ForceMode logic_uScriptAct_AddForce_ForceModeType_26 = UnityEngine.ForceMode.Force;
    68.    bool logic_uScriptAct_AddForce_Out_26 = true;
    69.  
    70.    //event nodes
    71.    System.Single event_UnityEngine_GameObject_Horizontal_0 = (float) 0;
    72.    System.Single event_UnityEngine_GameObject_Vertical_0 = (float) 0;
    73.    System.Boolean event_UnityEngine_GameObject_Fire1_0 = (bool) false;
    74.    System.Boolean event_UnityEngine_GameObject_Fire2_0 = (bool) false;
    75.    System.Boolean event_UnityEngine_GameObject_Fire3_0 = (bool) false;
    76.    System.Boolean event_UnityEngine_GameObject_Jump_0 = (bool) false;
    77.    System.Single event_UnityEngine_GameObject_MouseX_0 = (float) 0;
    78.    System.Single event_UnityEngine_GameObject_MouseY_0 = (float) 0;
    79.    System.Single event_UnityEngine_GameObject_MouseScrollWheel_0 = (float) 0;
    80.    System.Single event_UnityEngine_GameObject_WindowShakeX_0 = (float) 0;
    81.    System.Single event_UnityEngine_GameObject_WindowShakeY_0 = (float) 0;
    82.    UnityEngine.GameObject event_UnityEngine_GameObject_Instance_0 = default(UnityEngine.GameObject);
    83.  
    84.    //property nodes
    85.  
    86.    //method nodes
    87.    #pragma warning restore 414
    88.  
    89.    //functions to refresh properties from entities
    90.  
    91.    void SyncUnityHooks( )
    92.    {
    93.       SyncEventListeners( );
    94.       if ( null == owner_Connection_29 || false == m_RegisteredForEvents )
    95.       {
    96.          owner_Connection_29 = parentGameObject;
    97.       }
    98.    }
    99.  
    100.    void RegisterForUnityHooks( )
    101.    {
    102.       SyncEventListeners( );
    103.    }
    104.  
    105.    void SyncEventListeners( )
    106.    {
    107.       if ( null == event_UnityEngine_GameObject_Instance_0 || false == m_RegisteredForEvents )
    108.       {
    109.          event_UnityEngine_GameObject_Instance_0 = uScript_MasterComponent.LatestMaster;
    110.          if ( null != event_UnityEngine_GameObject_Instance_0 )
    111.          {
    112.             {
    113.                uScript_ManagedInput component = event_UnityEngine_GameObject_Instance_0.GetComponent<uScript_ManagedInput>();
    114.                if ( null == component )
    115.                {
    116.                   component = event_UnityEngine_GameObject_Instance_0.AddComponent<uScript_ManagedInput>();
    117.                }
    118.                if ( null != component )
    119.                {
    120.                   component.OnInputEvent += Instance_OnInputEvent_0;
    121.                }
    122.             }
    123.          }
    124.       }
    125.    }
    126.  
    127.    void UnregisterEventListeners( )
    128.    {
    129.       if ( null != event_UnityEngine_GameObject_Instance_0 )
    130.       {
    131.          {
    132.             uScript_ManagedInput component = event_UnityEngine_GameObject_Instance_0.GetComponent<uScript_ManagedInput>();
    133.             if ( null != component )
    134.             {
    135.                component.OnInputEvent -= Instance_OnInputEvent_0;
    136.             }
    137.          }
    138.       }
    139.    }
    140.  
    141.    public override void SetParent(GameObject g)
    142.    {
    143.       parentGameObject = g;
    144.  
    145.       logic_uScriptAct_SetComponentsVector3_uScriptAct_SetComponentsVector3_6.SetParent(g);
    146.       logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_7.SetParent(g);
    147.       logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_10.SetParent(g);
    148.       logic_uScriptAct_AddForce_uScriptAct_AddForce_26.SetParent(g);
    149.    }
    150.    public void Awake()
    151.    {
    152.  
    153.    }
    154.  
    155.    public void Start()
    156.    {
    157.       SyncUnityHooks( );
    158.       m_RegisteredForEvents = true;
    159.  
    160.    }
    161.  
    162.    public void OnEnable()
    163.    {
    164.       RegisterForUnityHooks( );
    165.       m_RegisteredForEvents = true;
    166.    }
    167.  
    168.    public void OnDisable()
    169.    {
    170.       UnregisterEventListeners( );
    171.       m_RegisteredForEvents = false;
    172.    }
    173.  
    174.    public void Update()
    175.    {
    176.       //reset each Update, and increments each method call
    177.       //if it ever goes above MaxRelayCallCount before being reset
    178.       //then we assume it is stuck in an infinite loop
    179.       if ( relayCallCount < MaxRelayCallCount ) relayCallCount = 0;
    180.       if ( null != m_ContinueExecution )
    181.       {
    182.          ContinueExecution continueEx = m_ContinueExecution;
    183.          m_ContinueExecution = null;
    184.          m_Breakpoint = false;
    185.          continueEx( );
    186.          return;
    187.       }
    188.       UpdateEditorValues( );
    189.  
    190.       //other scripts might have added GameObjects with event scripts
    191.       //so we need to verify all our event listeners are registered
    192.       SyncEventListeners( );
    193.  
    194.    }
    195.  
    196.    public void OnDestroy()
    197.    {
    198.    }
    199.  
    200.    void Instance_OnInputEvent_0(object o, uScript_ManagedInput.CustomEventBoolArgs e)
    201.    {
    202.       //reset event call
    203.       //if it ever goes above MaxRelayCallCount before being reset
    204.       //then we assume it is stuck in an infinite loop
    205.       if ( relayCallCount < MaxRelayCallCount ) relayCallCount = 0;
    206.  
    207.       //fill globals
    208.       event_UnityEngine_GameObject_Horizontal_0 = e.Horizontal;
    209.       event_UnityEngine_GameObject_Vertical_0 = e.Vertical;
    210.       event_UnityEngine_GameObject_Fire1_0 = e.Fire1;
    211.       event_UnityEngine_GameObject_Fire2_0 = e.Fire2;
    212.       event_UnityEngine_GameObject_Fire3_0 = e.Fire3;
    213.       event_UnityEngine_GameObject_Jump_0 = e.Jump;
    214.       event_UnityEngine_GameObject_MouseX_0 = e.MouseX;
    215.       event_UnityEngine_GameObject_MouseY_0 = e.MouseY;
    216.       event_UnityEngine_GameObject_MouseScrollWheel_0 = e.MouseScrollWheel;
    217.       event_UnityEngine_GameObject_WindowShakeX_0 = e.WindowShakeX;
    218.       event_UnityEngine_GameObject_WindowShakeY_0 = e.WindowShakeY;
    219.       //relay event to nodes
    220.       Relay_OnInputEvent_0( );
    221.    }
    222.  
    223.    void Relay_OnInputEvent_0()
    224.    {
    225.       if (true == CheckDebugBreak("aeefc1ec-bdc0-42eb-81e8-625c0c74c2e7", "Managed_Input_Events", Relay_OnInputEvent_0)) return;
    226.       local_1_System_Single = event_UnityEngine_GameObject_Horizontal_0;
    227.       local_3_System_Single = event_UnityEngine_GameObject_Vertical_0;
    228.       Relay_In_7();
    229.    }
    230.  
    231.    void Relay_In_6()
    232.    {
    233.       if ( relayCallCount++ < MaxRelayCallCount )
    234.       {
    235.          if (true == CheckDebugBreak("da71d257-bc42-476f-a7f8-c1081bdacf16", "Set_Components__Vector3_", Relay_In_6)) return;
    236.          {
    237.             {
    238.                logic_uScriptAct_SetComponentsVector3_X_6 = local_17_System_Single;
    239.          
    240.             }
    241.             {
    242.                logic_uScriptAct_SetComponentsVector3_Y_6 = local_23_System_Single;
    243.          
    244.             }
    245.             {
    246.                logic_uScriptAct_SetComponentsVector3_Z_6 = local_19_System_Single;
    247.          
    248.             }
    249.             {
    250.             }
    251.          }
    252.          logic_uScriptAct_SetComponentsVector3_uScriptAct_SetComponentsVector3_6.In(logic_uScriptAct_SetComponentsVector3_X_6, logic_uScriptAct_SetComponentsVector3_Y_6, logic_uScriptAct_SetComponentsVector3_Z_6, out logic_uScriptAct_SetComponentsVector3_OutputVector3_6);
    253.          local_5_UnityEngine_Vector3 = logic_uScriptAct_SetComponentsVector3_OutputVector3_6;
    254.    
    255.          //save off values because, if there are multiple, our relay logic could cause them to change before the next value is tested
    256.          bool test_0 = logic_uScriptAct_SetComponentsVector3_uScriptAct_SetComponentsVector3_6.Out;
    257.    
    258.          if ( test_0 == true )
    259.          {
    260.             Relay_In_26();
    261.          }
    262.       }
    263.       else
    264.       {
    265.          uScriptDebug.Log( "Possible infinite loop detected in uScript ballgraph.uscript at Set Components (Vector3).  If this is in error you can change the Maximum Node Recursion in the Preferences Panel and regenerate the script.", uScriptDebug.Type.Error);
    266.       }
    267.    }
    268.  
    269.    void Relay_In_7()
    270.    {
    271.       if ( relayCallCount++ < MaxRelayCallCount )
    272.       {
    273.          if (true == CheckDebugBreak("6ffde4cc-a637-4374-9cb5-de95319423f9", "Multiply_Float", Relay_In_7)) return;
    274.          {
    275.             {
    276.                List<System.Single> properties = new List<System.Single>();
    277.                properties.Add((System.Single)local_1_System_Single);
    278.                logic_uScriptAct_MultiplyFloat_A_7 = properties.ToArray();
    279.             }
    280.             {
    281.                List<System.Single> properties = new List<System.Single>();
    282.                properties.Add((System.Single)local_14_System_Single);
    283.                logic_uScriptAct_MultiplyFloat_B_7 = properties.ToArray();
    284.             }
    285.             {
    286.             }
    287.             {
    288.             }
    289.          }
    290.          logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_7.In(logic_uScriptAct_MultiplyFloat_A_7, logic_uScriptAct_MultiplyFloat_B_7, out logic_uScriptAct_MultiplyFloat_FloatResult_7, out logic_uScriptAct_MultiplyFloat_IntResult_7);
    291.          local_17_System_Single = logic_uScriptAct_MultiplyFloat_FloatResult_7;
    292.    
    293.          //save off values because, if there are multiple, our relay logic could cause them to change before the next value is tested
    294.          bool test_0 = logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_7.Out;
    295.    
    296.          if ( test_0 == true )
    297.          {
    298.             Relay_In_10();
    299.          }
    300.       }
    301.       else
    302.       {
    303.          uScriptDebug.Log( "Possible infinite loop detected in uScript ballgraph.uscript at Multiply Float.  If this is in error you can change the Maximum Node Recursion in the Preferences Panel and regenerate the script.", uScriptDebug.Type.Error);
    304.       }
    305.    }
    306.  
    307.    void Relay_In_10()
    308.    {
    309.       if ( relayCallCount++ < MaxRelayCallCount )
    310.       {
    311.          if (true == CheckDebugBreak("4428d8bb-7e5a-45b9-aaea-8116e60e0d54", "Multiply_Float", Relay_In_10)) return;
    312.          {
    313.             {
    314.                List<System.Single> properties = new List<System.Single>();
    315.                properties.Add((System.Single)local_3_System_Single);
    316.                logic_uScriptAct_MultiplyFloat_A_10 = properties.ToArray();
    317.             }
    318.             {
    319.                List<System.Single> properties = new List<System.Single>();
    320.                properties.Add((System.Single)local_14_System_Single);
    321.                logic_uScriptAct_MultiplyFloat_B_10 = properties.ToArray();
    322.             }
    323.             {
    324.             }
    325.             {
    326.             }
    327.          }
    328.          logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_10.In(logic_uScriptAct_MultiplyFloat_A_10, logic_uScriptAct_MultiplyFloat_B_10, out logic_uScriptAct_MultiplyFloat_FloatResult_10, out logic_uScriptAct_MultiplyFloat_IntResult_10);
    329.          local_19_System_Single = logic_uScriptAct_MultiplyFloat_FloatResult_10;
    330.    
    331.          //save off values because, if there are multiple, our relay logic could cause them to change before the next value is tested
    332.          bool test_0 = logic_uScriptAct_MultiplyFloat_uScriptAct_MultiplyFloat_10.Out;
    333.    
    334.          if ( test_0 == true )
    335.          {
    336.             Relay_In_6();
    337.          }
    338.       }
    339.       else
    340.       {
    341.          uScriptDebug.Log( "Possible infinite loop detected in uScript ballgraph.uscript at Multiply Float.  If this is in error you can change the Maximum Node Recursion in the Preferences Panel and regenerate the script.", uScriptDebug.Type.Error);
    342.       }
    343.    }
    344.  
    345.    void Relay_In_26()
    346.    {
    347.       if ( relayCallCount++ < MaxRelayCallCount )
    348.       {
    349.          if (true == CheckDebugBreak("2becd9bd-c201-4988-9792-4050453442b6", "Add_Force", Relay_In_26)) return;
    350.          {
    351.             {
    352.                logic_uScriptAct_AddForce_Target_26 = owner_Connection_29;
    353.          
    354.             }
    355.             {
    356.                logic_uScriptAct_AddForce_Force_26 = local_5_UnityEngine_Vector3;
    357.          
    358.             }
    359.             {
    360.             }
    361.             {
    362.             }
    363.             {
    364.             }
    365.          }
    366.          logic_uScriptAct_AddForce_uScriptAct_AddForce_26.In(logic_uScriptAct_AddForce_Target_26, logic_uScriptAct_AddForce_Force_26, logic_uScriptAct_AddForce_Scale_26, logic_uScriptAct_AddForce_UseForceMode_26, logic_uScriptAct_AddForce_ForceModeType_26);
    367.    
    368.          //save off values because, if there are multiple, our relay logic could cause them to change before the next value is tested
    369.    
    370.       }
    371.       else
    372.       {
    373.          uScriptDebug.Log( "Possible infinite loop detected in uScript ballgraph.uscript at Add Force.  If this is in error you can change the Maximum Node Recursion in the Preferences Panel and regenerate the script.", uScriptDebug.Type.Error);
    374.       }
    375.    }
    376.  
    377.    private void UpdateEditorValues( )
    378.    {
    379.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:1", local_1_System_Single);
    380.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "abab25c7-e484-455a-8405-78588d204d4d", local_1_System_Single);
    381.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:3", local_3_System_Single);
    382.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "facfd8fb-1fa0-492f-be4f-b55d62ff9811", local_3_System_Single);
    383.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:5", local_5_UnityEngine_Vector3);
    384.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "62d06278-2441-40df-988c-498e2435f167", local_5_UnityEngine_Vector3);
    385.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:14", local_14_System_Single);
    386.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "9c88a086-9f3d-4140-8c76-9bdb41186765", local_14_System_Single);
    387.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:17", local_17_System_Single);
    388.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "b9ceacde-f07b-4ee3-b4fa-d47cf57cbd79", local_17_System_Single);
    389.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:19", local_19_System_Single);
    390.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "5eefb852-29f3-45bb-8c87-337a5fb86d1f", local_19_System_Single);
    391.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "ballgraph.uscript:23", local_23_System_Single);
    392.       uScript_MasterComponent.LatestMasterComponent.UpdateNodeValue( "bb941fb4-b61b-4f13-b3af-e663c1938dbd", local_23_System_Single);
    393.    }
    394.    bool CheckDebugBreak(string guid, string name, ContinueExecution method)
    395.    {
    396.       if (true == m_Breakpoint) return true;
    397.  
    398.       if (true == uScript_MasterComponent.FindBreakpoint(guid))
    399.       {
    400.          if (uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint == guid)
    401.          {
    402.             uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = "";
    403.          }
    404.          else
    405.          {
    406.             uScript_MasterComponent.LatestMasterComponent.CurrentBreakpoint = guid;
    407.             UpdateEditorValues( );
    408.             UnityEngine.Debug.Log("uScript BREAK Node:" + name + " ((Time: " + Time.time + "");
    409.             UnityEngine.Debug.Break();
    410.             #if (!UNITY_FLASH)
    411.             m_ContinueExecution = new ContinueExecution(method);
    412.             #endif
    413.             m_Breakpoint = true;
    414.             return true;
    415.          }
    416.       }
    417.       return false;
    418.    }
    419. }



    The same functionnality hand coded in C#


    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class ball : MonoBehaviour {
    5.  
    6.     // Use this for initialization
    7.     void Start () {
    8.  
    9.     }
    10.  
    11.     // Update is called once per frame
    12.     void Update () {
    13.  
    14.         float forceX = Input.GetAxis ("Horizontal") * 15;
    15.         float forceY = Input.GetAxis ("Vertical") * 15;
    16.  
    17.         gameObject.GetComponent<Rigidbody> ().AddForce ( new Vector3(forceX,0,forceY));
    18.  
    19.     }
    20. }


    My recommendation is that if you know C# just keep using it as you will code faster with easy to read code and no big overload.
    Coding in C# directly your game will run lot faster specially if you have lot of entities or if it is a medium or big project with lot of gameplay. I own Playmaker and Uscript basic plugins ; but finally i won't use them on my projects as i can code in C#
    .
    Otherwise for non coders or small projects ; Uscript is great ; it is lot better then playmaker in terms of flowgraph; lot more easy to use, more fast to visual code and lot more clear ( i got more headhaches and blocking problems using playmaker that is not natural workflow compared to Uscript).
     
    Last edited: Aug 21, 2015
  30. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    I just purchased Basic as well :)

    I am an artist more than a coder.

    Maybe now I can get onto the forum lol
     
  31. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    One tip if you use Uscript : never forget to plug components "out" pin ; sometime i forgot to plug it and my graph was not working for example i forgot to plug the "out" within a "float multiply" component, so i just needed to plug the "out" on to a "in" of another component to have the graph working.
    I think it is one of the best visual programming tool and a really one of the most easy to use for non coders.
     
  32. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    MIK3K likes this.
  33. MIK3K

    MIK3K

    Joined:
    Sep 10, 2014
    Posts:
    144
    I bought uScript basic also and working through this udemy course you linked. I just now downloaded the PLE version of uScript because it has the reflected nodes that basic doesn't have. I understand the devs reasoning for leaving it out of basic so people have to upgrade. I'll be saving up for the upgrade.
     
  34. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    I won't upgrade, because i can program fully in C#, and majority of people will choose playmaker simply because of lower price, debugger, full Unity functions support.
    Specially low budget indies and people that only buy small price tools or assets.
     
  35. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    I still can't get authorized to the forum... DANG! are these people alive?
     
  36. Veteran66

    Veteran66

    Joined:
    Jul 12, 2015
    Posts:
    34
    I too
    Write an email to info@detoxstudios.com
    and it will activated
     
  37. MIK3K

    MIK3K

    Joined:
    Sep 10, 2014
    Posts:
    144
    I gotta reply to myself for a gross mistake. I said that the basic version did not have the same Unity nodes as the free PLE version. Not sure what happened but now I am seeing all those nodes. I'm over 50% of the way through this udemy course using the PLE version when I decided to load up my first project I started with basic and facepalmed myself so very hard.

    Anyway, as a noncoder I am loving uScript. I'm finally absorbing the logic of how this stuff works and the pieces fit together. One day when I try to learn C# maybe uScript will have my brain trained enough that programming will finally make sense to me.
     
  38. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133

    That sounds about right :p

    And I've gotten my authorization into the forum by emailing them as suggested :)
     
  39. MIK3K

    MIK3K

    Joined:
    Sep 10, 2014
    Posts:
    144
    Oops, gotta correct myself again. There are a ton of reflected nodes present in the free PLE version that basic does not have. Not being a programmer I'm not sure how much that limits the basic version, so at least for the udemy course I'm good with the free version that has reflection. The watermark is not a big deal. If I ever make a game (hopefully before) I'll save up for uscript pro.

    I swear this is the last time I post about the wonderful uScript!

    Edit - Oh, found a tutorial asset of 15+ examples on the uScript website with all kinds of great stuff to see how they created the graphs.
     
    Last edited: Sep 7, 2015
  40. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    Why do you swear ? Are you just advertising Pro version or courses ?

    There is Playmaker that is lot more complete also with debugger, many will just buy Playmaker than Uscript Pro that is too much expensive and i hope Unity to bring a solid visual programming solution soon.
     
    MIK3K likes this.
  41. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    Well ZG from my prospective Playmaker requires you to have a very solid understanding of not only c# but Units own programming commands.

    uScript and the way it is set up is able to be much more leading to someone like me toward what can be done and what is available within Unity's programming structure.

    IMHO of course.
     
  42. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    Like Uscript and many visual tools , you must know basic things such as vectors or boolean , raycastm Gameobject, tags etc ...
    I seen many titles made by non coders knowing anything about C#.
    I own playmaker , so yes you make games using playmaker only and no C# and like any other visual tool you must know what is raycasting for example.

    This thread is about Uscript support i think, if you need to debate what are the good Unity visual scripting tools you can make a new thread on General Discussion.
     
    Last edited: Sep 7, 2015
  43. pluMmet

    pluMmet

    Joined:
    Jul 18, 2015
    Posts:
    133
    Perhaps take your own advice?
     
  44. MIK3K

    MIK3K

    Joined:
    Sep 10, 2014
    Posts:
    144
    Oh no, I swear not to talk about the node thing anymore (PLE vs Basic vs Pro).

    I think I have some kind of learning block. I have playmaker, Makinom by the Ork Framework developer, and blox2 by the plygame developer. I have no loyalty to any one of them except for which one is easier for me to work with. Something about how uScript graphs are presented just makes more sense to me following the logic. Seeing everything in a graph including variables instead of hidden off in an inspector is making the learning much easier. I'm going to revisit playmaker after I finish this uscript course and maybe what I learned will make more sense now.

    I actually was to the point of enjoying writing basic C# scripts over using playmaker. I just don't have a programmer's brain and after a few scripts it all looks like spaghetti in my head. These visual tools are helping me to organize everything.
     
  45. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    2,960
    I've found that the mail server they send authorisation out from might be on some spam block lists from time to time. Any others having trouble might try using e-mail accounts on other services if there's no verification link within minutes.
     
  46. frekiidoochmanz

    frekiidoochmanz

    Joined:
    Feb 7, 2016
    Posts:
    158
    how do you attach a component to an object using this? it keeps complaining about not having the assembly name (well referencing to Null) and I googled it and tried even changing the baseline script to use <GameObject>.AddComponent(typeof(string)); and it didnt work because it was already using a type in the for each loop. So I was at a loss. This is very annoying as I think this is pretty robust otherwise....

    is there a tutorial somewhere to get the right string names for all the assembly stuff? please help! :O
     
  47. Zireael07

    Zireael07

    Joined:
    Apr 27, 2016
    Posts:
    47
    The forums for uScript seem to be down, so I'll bite: what are the limitations of PLE?
     
  48. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    I think it is introspection and custom components you don't have.
    Anyway NodeCanvas is another great product.
     
  49. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
    The Personal Learning Edition (PLE) has all the features of Professional, with the inclusion of a runtime uScript watermark as it is intended for learning and evaluation purposes. The Basic version of uScript does not have the Reflection feature that Professional and the PLE versions have.

    Also, apologies that our forum was down. We had an upgrade issue today that has since been resolved.
     
  50. uScript

    uScript

    Joined:
    Feb 20, 2011
    Posts:
    231
unityunity