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[RELEASED] Nottorus - Unlimited Visual programming plugin

Discussion in 'Assets and Asset Store' started by Stridemann, Apr 4, 2016.

  1. Alphalpha

    Alphalpha

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    Does this currently work with the latest version of Unity, 2018.2.2?
     
  2. DarkNBlood

    DarkNBlood

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    For me, no problem with Unity 2018.2.2, all seems working fine ;)
     
    Alphalpha likes this.
  3. Szaruga

    Szaruga

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    Alphalpha and DarkNBlood like this.
  4. Deleted User

    Deleted User

    Guest

    Hello forum, I seek the advice of you coding Gods. Please forgive the inability of this mere mortal. Oh great coding Gods of the unity program and Nottorus, how would I create a simple boolean?

    I can't find the "else" node anywhere. I just want to turn a game object off and on when I press the letter "J" on the keyboard. This is what I have so far.

    upload_2018-8-29_12-53-51.png

    Thank you for your help in advance.
     
  5. Stridemann

    Stridemann

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    Should be something like this: (not tested)
     
  6. Stridemann

    Stridemann

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    "False" pin same as "else"
     
  7. andre-ivankio

    andre-ivankio

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    Anyone knows if Nottorus will not get in the way when targeting UWP for WMR with Unity 2018.2.2f1? Will it compile?
     
  8. Alienmadness

    Alienmadness

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    you shouldn't need Nottorus when you compile, it can be removed. it generates scripts, which are used in unity.
     
    andre-ivankio likes this.
  9. Deleted User

    Deleted User

    Guest

    I forgot to thank all of you for your help with creating a simple toggle. Attached to this message is what I created. Now I will create a wait time between each toggle.

    upload_2018-9-9_18-29-27.png
     
  10. Deleted User

    Deleted User

    Guest

    Sorry to bother everyone, but how would I access this text (I want to change the text through scripting). Thank you for your help in advance. upload_2018-9-11_13-15-28.png
     
  11. Alienmadness

    Alienmadness

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    yes, you can. you need to take the object in as a variable, grab the text component on it and set the text. I can try a example after work later tonight.
     
  12. Alienmadness

    Alienmadness

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    at a basic level this is what it looks like.

    you will need to enable UnityEngine.UI and other Unity UI assemblies/modules.

    in this case I just attached the script to any gameobject in the scene. it looks for a "myTextGameObject" object, and updates the text component.text info.

    Capture.PNG


    Code:
    Code (CSharp):
    1. //MD5Hash:90f33ea44952d860d5597747915eb661;
    2. using UnityEngine;
    3. using System;
    4. using UnityEngine.UI;
    5.  
    6.  
    7. public class helpme1 : UnityEngine.MonoBehaviour
    8. {
    9.     public UnityEngine.GameObject TextGameObject = null;
    10.  
    11.  
    12.     void Start()
    13.     {
    14.         TextGameObject = UnityEngine.GameObject.Find("myTextObject");
    15.         TextGameObject.GetComponent<UnityEngine.UI.Text>().text = "my Wonderful New Text";
    16.     }
    17. }
     
    PaulGK likes this.
  13. Deleted User

    Deleted User

    Guest

    Thank you for helping me.

    I've come to the decision that nottorus is not generous to new-comers and the lack of a community (and tutorials) diminishes the popularity of nottorus.

    I will confess to you all, that I have been using uScript for the past 4 years (I know how everyone feels about uScript, I agree with you all, I just wanted to get that off my chest). I've mastered uScript, I've created some tutorials for uScript, and the slow death of the uScript community has resulted in fewer updates to uScript. Because uScript is dying, I started looking for alternatives, especially alternatives that generate clean and easy-to-ready c# code. This is why I found nottorus and instantly was reminded of unreal engine's blueprint system (another game engine I tested for three months). I want to master nottorus the way I've mastered uScript, but a lack of tutorials and a large community is not making it easy for me to create more complicated scripts. I tired Bolt and the UI felt clumsy to me. I tried uNode but couldn't get past the ugliness of the UI. When I found nottorus the UI reminded me of unreal engine (I spent 3 months playing with unreal engine).

    anyway...

    In closing, thank you all for your help. I don't feel that I can continue using nottorus (you live and you learn).
     
  14. Alienmadness

    Alienmadness

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    what I've found helpful is sometimes import code using the parser, so you can see how its constructed in Nottorus. sometimes that's easier when your getting started.
    if you stick around, i'm here to provide some sort of community support.. ;-)
     
  15. Deleted User

    Deleted User

    Guest

    I just used the Parser, and my jaw hit the ground. Thank you for the advice.
     
  16. Mark_01

    Mark_01

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    Unode has had an update the UI looks much better and they are starting to make tutorials and are asking
    people as well, what they might want to see. Maybe take a look at the last 3 posts by the dev.
     
    Rixtter likes this.
  17. andre-ivankio

    andre-ivankio

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    Shouldn't I have "transform" as an option for variable type? Even if I try to pull it from the example BG_CameraController, I don't get it in the list. Also my UnityEngine doesn't have transform and their functions.

    From the video, he could chose a vector3 type as soon as he created the script and I don't get many of those options, I tried on an empty project. Unity 2018.2.2f1



     
  18. Alienmadness

    Alienmadness

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    First you need to select UnityEngine and CoreModule. Should be selected by default, but I have seen it where its not.

    Capture.PNG Capture.PNG

    You can also set it up so that all new scripts start with specific assemblies to start with. For example I always add the unity Core, UI, TextMeshPro, and the C# assemblies. This gets most of the basic stuff. but if you want physics (for collisions for example) for example, you would also need to enable it in the same area. I believe not everything is turned on for performance reasons.
    Capture2.PNG
     
    andre-ivankio likes this.
  19. andre-ivankio

    andre-ivankio

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    Thank you very much! I saw UnityEngine checked in added Assembly-CSharp and .UI and I thought it was enough for the basics. What threw me off is that when I imported Nottorus in v2017 and then update to v2018, it would work from start, but not if I import the plugin directly into a 2018 project. I thought it was a bigger issue with initialization.

    Thanks again.
     
  20. Alienmadness

    Alienmadness

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    sure no problem.. im running it with 2018.3 beta and still not issues.
     
  21. Rixtter

    Rixtter

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    Did you see his latest update with the Space Shooter example? He used his CSharpParser to generate the nodes from the original code & then did a side-by-side of the code uNode generates. Very impressive.

    http://maxygames.com/docs/unode-tutorial/examples/space-shooter/
     
  22. StevenPicard

    StevenPicard

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    uNode actually looks quite interesting.
     
  23. Alienmadness

    Alienmadness

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    regarding Unode, I just haven't got over the UI.. I know they have worked on making the UI better, it still is painful to use. having to go from the far left to the far right to set things up, is annoying. They need to restructure the UI so things are closer together, so your not having to swing from the far right of the screen to the far left of the screen to config stuff.
     
  24. Sluta

    Sluta

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    Aug 15, 2016
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    I have a problem, lack "colors" and "default assemblies":

    2018-10-19_20-20-15.png

    in addition, each options activation causes error loops:

    2018-10-19_20-21-00.png

    any suggestions?

    I have:
    Nottorus 2.1
    Unity - versions from 2017.3.1 to 2018.2.10
     
  25. Alienmadness

    Alienmadness

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    not seen that before, worked fine on those versions for me. try deleting and reinstalling nottorus itself... im even running it with the beta.
     
  26. Sluta

    Sluta

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    I removed and installed it again, but it did not help :(
     
  27. Alienmadness

    Alienmadness

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    maybe check to see if scripting runtime version is set to net.4x equivalent ?
    Settings--> player-- Scripting Runtime version

    not sure that will fix it, but worth a try.
     
  28. Sluta

    Sluta

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    Only removal "NottorusOptions" file has helped, anyway, thank you. :)
     
  29. jiuweishenhu

    jiuweishenhu

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    Apr 12, 2017
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    I'm artist.(China):)
    This plugin is my favourite,because this tool can build c# file.
    If other peaple take over my project,it could be very easy.
    With this plugin,project performance is very high,because the c# codes are very clean.
    I have some suggestions:
    1.Minimap(You know it:p).
    2.Left interface is no very comfortable with small monitor,it can be independent in multi window,and snap the other side in custom.
    Any way,thank you for your hardwork!!!
    God bless you!!!:D
     
  30. Szaruga

    Szaruga

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    I agree :)
    As far as I know, also uNode allows this.
    Even the widely praised Blueprints in the Unreal engine can't do it - low performance is the result.
     
    Mark_01 likes this.
  31. jiuweishenhu

    jiuweishenhu

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    How to make “Do Once” function like flow canvas?:D
     
  32. Alienmadness

    Alienmadness

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    i think you can do it with either Do While or IF. in either case you need a variable to set, and change upon doing whatever you need done.
     
  33. Alienmadness

    Alienmadness

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    Completed a 5 part tutorial for Nottorus if anyone is interested.
    Content includes: Creation of a basic hex and tile map, adding the tiles into a List. Centering tile maps and using attributes to better define inspector vars.

    - Cube or Hexes (of any size)
    - Hexes can be pointy or flat style
    - Find Neighbor Tiles
    - Visually Link Neighbor Tiles
    - Bounding walls around generated map (based on map size)

     
    Last edited: Nov 19, 2018
    Deleted User likes this.
  34. Deleted User

    Deleted User

    Guest

    Hello everybody,

    I'm sorry to interrupt your Thanksgiving festivities, but I need help with this script.

    I ask this silly question because every time I press the button "F" the door opens. But soon as I release the 'F" key, the door closes. I want the door to remain open instead of closing automatically every time I release the "F" key.

    Is it possible to have the button "F" open and close the door? I've included a copy of my script and a screenshot of my graph.

    Thank you for your help in advance. graph_of_script.JPG
     

    Attached Files:

  35. Szaruga

    Szaruga

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    @ataloss
    You can simply use the variable that stores the state and check its value when pressing the F key.

    Something like this:
    2018-11-22_21-23-33.png
     
    Last edited: Nov 22, 2018
  36. jiuweishenhu

    jiuweishenhu

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  37. valentinwinkelmann

    valentinwinkelmann

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    Hello guys, I didn't touch nottorus anymore because of his finished support. what is your experience ? is it still worth using? bolt makes progress and has already generated C# code in his alpha version. but it still doesn't support callbacks and delegates which makes it useless for me in spite of all the other features.
     
  38. Deleted User

    Deleted User

    Guest

    I still use nottorus because I have gotten very comfortable with it. If you recall I was once a uScript evangelist, but now I see the light of nottorus.

    I do recall someone within this forum stated that they can make updates to nottorus because they're an experienced programmer, maybe that person can share with you their modifications to nottorus.
     
  39. Alienmadness

    Alienmadness

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    I still use it. im waiting for the Unity visual scripting that is coming in 2019.2. hopefully that will be on par with Nottorus. I really don't have to many issues with it.
     
  40. Szaruga

    Szaruga

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    @Diego_Graphics

    NOTTORUS is great and nice, and generates a really neat and clean C # code. Unfortunately, errors, some limitations and lack of support, make it difficult to imagine using it in the future.

    When it comes to BOLT - generating the correct C # code, it should be the basic and main thing in a professional tool of this type. Therefore, I do not trust the creator of BOLT, but maybe one day ... in a year or two, it will start to be usable.

    As for me, I have been using uNODE for a few days, I bought it on sale.
    And ... I'm really very surprised and personally I think he's better than Nottorus.
    UNode PROS:
    - finally, almost full C # in a visual environment.
    - fewer nodes with the same code.
    - a few solutions that I did not even dream of when I imagined my perfect visual scripting.

    Disadvantages uNode:
    - the tool still has errors, especially when you're parsing more complicated C # code.
    - some interface functions are very unintuitive.
    - generated C # code - is a little bit uglier and dirtier than the code generated by Nottorus.
    BUT ... the author improves uNode all the time, there is a lot of hope that it will be better.

    Summary:
    Right now, uNode is probably better than Nottorus. And there are no rivals in the C # code generation competition. I recommend purchasing as long as it is in the promotion. I am very happy. :)
     
  41. valentinwinkelmann

    valentinwinkelmann

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    Look, even though stridemann is discontinuing the support, there is still a lot of reaction here. thanks for that.

    I always liked to use nottorus, but I started to write my code directly by hand. it's only very useful for me at the moment to build the code visually because I'm building a very complex ui.

    The fingertip on uNode is helpful, I hadn't noticed it very much until now, very interesting that it also generates C# code. in the current alpha of BOLT you can now also generate C# code. i'm also waiting for the built-in visual scripting which brings unity 2019. how does that look with uNode? can i use callbacks, delegates and UnityEvents there without problems? that's the only disadvantage with bolt at the moment, delegates and callbacks aren't possible there yet.

    https://ludiq.io/blog/bolt-2
    Here once an article about the current bolt 2 alpha. from there it becomes more interesting I think with C# generation.
     
  42. Szaruga

    Szaruga

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    @Diego_Graphics

    Maybe ask about uNode in the appropriate forum thread. ;)

    At the moment I am transferring my project from Nottorusa to uNode, there some little problems, but in general I am very pleased.

    As for Bolt, only the version creating the correct and independent C # code will make this tool interesting for me.

    For now, I have uNode. :cool::rolleyes:o_O
     
  43. Alienmadness

    Alienmadness

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    Capture.PNG Anyone have formatting issues recently (2019.1.0a12) and know how to fix?

    Notice how many of the words are not resizing to fit on a single line.....
     
  44. Szaruga

    Szaruga

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    I really liked Nottorus, but ... Nottorus simply dies without support, I would be afraid to use it in Unity version 2018.3, not to mention version 2019.x...
    I think that it will not be too unkind in this thread if I boast of a new tool and its possibilities.
    Example of the same function in Nottorus and in uNode. There are clearly fewer nodes --->
    2018-12-16_14-07-46.png
    2018-12-16_14-08-38.png
     
    Mark_01 likes this.
  45. Alienmadness

    Alienmadness

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    i own uNode, but never really got into it. the UI/Interface is confusing and frustrating, it just doesn't make sense to me. I figured i will wait until Unity releases their own visual tool, which should be in 2019.2. to learn a new visual editor.

    Current Nottorus works fine, just the alignment is off.
     
  46. Szaruga

    Szaruga

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    @Alienmadness
    uNode is simply even closer to normal coding than Nottorus - it suits me.
    About: "Unity releases their own visual tool" I am afraid that we will wait for a long time, and even when it appears, there is no guarantee of quality, maybe it will be another toy like Bolt or Blueprint in Unreal Engine

    P.S.
    Just out of curiosity - what exactly bothers you in uNode?
     
  47. Alienmadness

    Alienmadness

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    Just the UI and having to go to the far right and far left. Just seemed unintuitive.

    The info I've seen in the unity visual scripting looks very promising. (https://www.reddit.com/r/Unity3D/comments/9t52c7/unity_getting_visual_scripting_in_2019/)

    i also like the idea in the unity visual scripting, where it flows downward, instead of sideways. (i.e. the node links are on the bottom of each node. this seems to me closer to actual code flow....
     
  48. Mark_01

    Mark_01

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    About Unity Visual scripting, the picture in that link looks very much like the Bolt 2 being worked on too.

    https://ludiq.io/blog/bolt-2

    upload_2018-12-17_12-59-30.png
     
  49. Mark_01

    Mark_01

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    But uNode does seem to look better then Nottorus. And nNode is supported.
     
  50. Szaruga

    Szaruga

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    It looks cool ... but I need it now - not sometime ;)

    I appreciate the parsing of C # code which works quite well in unode, but what about Bolt ...
    https://support.ludiq.io/communitie...al-script-and-or-to-export-visual-script-code
    uNode is the only tool known to me that tries to parse C # code. At Nottorus it works very problematically.
    I also do not like something like that ---> 2018-12-17_21-29-51.png
    I consider this an unnecessary complication and maybe even addiction to the tool. o_O
     
    Mark_01 likes this.