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Discussion in 'Assets and Asset Store' started by wahid_rachmawan, Oct 18, 2017.
Or do it with another component
I just started Unity 20191 and uNode175. It is running, 'HelloWorld' works.
20191 is terrible fast. New burst compiler is on.
Problem is, I'm working with 20191. uNode175 is running, 1.8b3 not.
Now when I find small bugs, I don't know if to report, maybe those are corrected in version 1.8x
For getting all of us on the same level, please release a new version containing all what is done in the meantime.
If there are some pending bugs/errors, or missing features for vertical design, you may beleave we can handle this.
It's necessary that friends of uNode are able to think about next steps.
Thanks for your work.
Unity 2018.0.f2 + uNode 1.8.3b
An attempt to enter or connect something to the input ends with an error --->
entering a value causes an error - but is possible
connection is not possible - the connection disappears and the value changes in NULL
To connect another kind of node to input, I have to switch to the old horizontal theme. Then after switching back to the vertical theme it's connected, but when I select the node, sometimes this happens ---> post 616
uNode 175, Cheat Sheet:
- Editor Popup Menu
- Editor Node Browser
- Visual Programming - 3 Ways
A little help I have made for my brain, done for better understanding and overview.
Maybe Forum Members are interested too.
Firstly sorry for late answer, I have been busy lately because of the presidential election in my country.
Has been fixed in next update.
Currently no, maybe in the future.
For a custom node you can request by writing here.
I think that's a great features but its complicated because a block will not have full features of the graph like property, constructor, and more but maybe i have an idea for implementing it after the code generator of Event Sheet is done.
I'll try to upgrade vertical graph before releasing next update but this will required U 2019.1 for vertical graph to run.
Wow that's a brilliant idea, i very like it and i think will implement it in version 2.0, because i need to stabilize the other features first like Event Sheet and Vertical Graph.
Thanks for the idea.
Yes i think will much easier for me to implement it in another component.
Will comes soon.
I want to release a new version to the Asset store but there's some features that's unstable, of course main feature are much more stable compared to old version.
So do you think the BETA version are worthy to be released on asset store?
Or maybe i need to remove BETA version and mark the unstable features to BETA?
Fixed in next update.
Sorry but i don't understand what is this, are do you mean this is for better overview on the Asset store?
No, my Sheets are not planed for Asset Store. They are for those who need a little help - like me.
Please imagine, newbies see only top of uNode and have to learn for getting deeper.
My Cheat Sheets are a kind of tool for learning.
If you may decide to use my Sheets, please feel free and put it were ever you like.
Sorry, I could not answer if a new release should come to Asset Store.
I do not know if there are unstables pulling uNode down.
Please be careful not to harm uNode.
But whats about a new release on Maxigames Downloads?
Just a 1.8b4.
With 'harm' I mean, giving uNode a bad reputation on Asset Store if errors acure because of beta release.
Yes only v1.8b4 and vertical graph will support Unity 2019.1.
great - because I'm going to work in Unity 2019.1
What about my old U5.x version ? I hope it is still supported (i mean without the new graph)...
Sure its still supported.
uNode 175 Cheat Sheet
uNode v1.8b4 has been released.
State Machine support.
New Block for Action & Condition System.
-Added Support State Machine for Vertical graph.
-Added new block design for action & condition system in vertical graph.
-Added automatic port order based on target position (only flow outputs) for vertical graph.
-Added ability to convert connection to proxy for flow in vertical graph.
-Improved C# Parser
-Improved Vertical graph.
-Fixed inspector can't edit region node.
-Fixed some bugs related to prefab.
-Fixed some bugs.
Download here : http://maxygames.com/download/
Note for vertical graph:
The minimum Unity version for running vertical graph is 2019.1.
After migrating to U2019.1 i see some GUI problem and i have fix the know problem but i still not fully tested it so if anyone has GUI problem please post it here, thanks.
But the minimum Snap Range - should be 1 rather than 10.
Okay i will change it in next update.
Action node is super!!!
1. How to rename state ?
2. Is there a way to start a timer inside the state(wait for second not work with states?)
I want to thank you for the new release.
It looks impressive and totally modern. It's nice to work with.
A really good VPL!
1. Double click on title/header in the inspector.
2. In Action node you can't use coroutine as it designed for execute all action in one frame but you can use CoroutineAction node instead for using coroutine and some special action will available.
But unfortunately i just found a bug that makes coroutine action are not available when addding in vertical graph, this will fixed in next update.
Thanks you, and if you have a time please rate uNode on the asset store.
Bug 184 vertical design: Region Node
works good in 175
does not open in 184
Clicking with popup menu on 'Region' (184) nothing happens. Changing to 175 the Region is shown.
Sorry, my thinking was wrong!
Of course I was working with 184 and changed between 'old theme' and 'vertical design'.
I beleave it was too late in the night, producing nonsense ...
Did you use vertical graph?
Because in vertical graph it still not implemented.
Just tested in old theme and its working.
184: OK, 'Region' in old theme is working fine.
DoOnce And EveryXSecond node please.
Bug 184b: At Runtime Graph loose focus
When starting 'Play', uNode canvas window looses all nodes and stays black.
After stopping play mode Tab Bar has to be clicked, then Nodes are coming back.
Maybe connection to graph is gone.
Wishlist184b: Smart Exporting and Importing of a Graph
I tested exporting of a graph and importing it in a second project into an object.
Export: Open graph, uNode export to Prefab
Import in second project: Unity open prefab, open graph from prefab, uNode export to the gameobject in new project.
What could be smarter??? Maybe an special 'uNode Exporter/Importer'.
This tool would help for building libraries of tasks done with uNode Graphs.
Help: How to start an graph located in an asset?
How to call it?
Do Once will available soon but EveryXSecond can be created now by combining Repeater and WaitForSecond node:
It happened in vertical theme or horizontal?
A new Exporter/Importer window do you mean?
Use uNodeSpawner and for call you mean call from script or uNode?
I always forget to write which theme. Don't know why. Unity is 2019.1.0f2, uNode 1.8b4
- Loosing graph is in vertical theme, old themes are working good.
- Yes, a new Importer/Exporter window.
- Now I got it. In 'Add Component>uNode' there is 'uNodeSpawner'. I will test it.
New state machines are divinely good, but i have a couple of problems.
1. I can not understand how to get information about the collision inside the state machine, see the picture.
2. Node request. Needs a timer for use inside state machines. see picture.
-It will be fixed soon.
-I think will be make it after v1.8 stable has been released.
Thanks for the suggestion.
1. I forgot to add that features, it will be available in next update.
2. It will available in next update but can you tell me more about this node for how it works?
Thanks for the suggestion.
I know just one way, through delta time (timer value -= time.delta time)
If I understand correct it will pause flow ,run own update example 10 second for do some other stuff , than continue to flow?
Would be nice have this node not just in state nodes but in main graph too.
Okay the image has detailed info for how it works.
It can be available in main graph but i can't prevent from unexpected behavior such as using it on struct or class that aren't inherit from MonoBehavior because it only work on MonoBehavior subclasses.
And in main graph it can't wait flow without using Coroutine (IEnumerator) and lead to error will be higher so i think better to make it only available in state graph as it guarantee will works.
When I try to use a function and store the return value in a local variable, the nodes on the left work properly. But the action node on the right doesn't work, and produces compilation errors. The return value is reference to a class I created. ----->
It has been fixed in next update. It happened because of disconnect connection from edges makes the flow data error, you can manually fix it by reset the next flow.
Thanks for report it.
Getting an item from a list and storing it in a variable doesn't seem to work using an action node - it generates incorrect C# code, without the assignment operation.
But this doesn't:
1. Is it possible to make an AND node with more than 2 inputs? I mean something that would replace the two AND nodes on the picture with one (the same applies to some other operations, like OR, addition and multiplication).
2. I think it would be useful to have an "arithmetic operation" node, where a complicated operation can be entered into one node.
3. In Validation nodes, it should be possible to have a block where you can simply connect a boolean value from another node.
Can you send me the prefab, i can't reproduce it because in my its works.
It still on roadmap but i will try to implement it in next update.
A validation block for compare a boolean value can be made by EqualityComparer or ObjectComparison block but if you want more simple i will make it.
I extracted the code necessary to obtain an error.
green way - works
red - doesn't work --->
Thanks, it has been fixed in upcoming update.
Noob her, asking. Do I need to update unode to latest vesion? Im in newest 2019 version. compile errors from 2018.
Assets\uNode\Editor\uNodeEditorInitializer.cs(63,9): warning CS0618: 'PrefabUtility.GetPrefabType(Object)' is obsolete: 'Use GetPrefabAssetType and GetPrefabInstanceStatus to get the full picture about Prefab types.'
That's just warning related to obsolete unity API you can ignore it.
I have something like that ----->>
If I remove the convert nodes, there are errors in uNode, but the code is generated properly (it's even better, because there are no excess parentheses). ----->>
It look like Error checker bug on Set action, i will fix it in next update.
Thanks for report it.
1. If I use a Validation node, the nodes connected to "Finished" generate duplicate code inside "if" and "else" blocks. I think it should work the same as an "If" node, where the code is added after the entire "if" statement.
2. Suggestion: When I define a custom transition inside a State, that transition should appear in the context menu when I right-click on the State, and select "Add Transition", so I don't have to type its name manually.
Sorry for the late answer because i was sick before.
1. It will be fixed in next update.
2. I will implement it ASAP.
Please let me wish a good health to you!
And as you told us - Success with your qualifications and elections with a result you and your friends did imagine or can live with.
At this occasion, which country is your home? I am from Germany.
I am from Indonesia.
I had just a look to some press texts about your elections. And I remember I heard about the problems the election workers had. And about, that many of them have died because of the immense burden with time and heat.
I hope you will be healthy again. All the best to you, your family and your friends.
small error --->
In cases: "Less than" and "Less than or equal" - information in the title is not displayed.