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Working with Lists

Discussion in 'Visual Scripting' started by ForrestRiver, Jul 1, 2021.

  1. ForrestRiver

    ForrestRiver

    Joined:
    Feb 6, 2019
    Posts:
    5
    Hi, I'm currently planning a project that going to involve holding and working with a very very large amount of lists and dictionaries, apart from it becoming nearly impossible to scroll through all the variables on the Blackboard window (I wish with list variables that they were collapsable and searchable) is there any hit of thing to be wary of when it comes to bolt / visual scripting collections in Unity? For example in bolt are lists file wise only the size of the data they hold or is there anything added due to structure involved etc...
     
  2. MasterSubby

    MasterSubby

    Joined:
    Sep 5, 2012
    Posts:
    252
    Lists are just lists. The variables themselves have more in it to better work with the editor, and API, but the actual values you get and use across graphs is bare bones C#. If you were to store the value in a file, it would be the exact bytes of the value itself.

    Can't really give you anything for long lists. Only way around that is create a new List embedded in another class, or via inheritance, and create another inspector for that type that does use the foldout, and renders the original list in that.
     
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