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#Eventscripts download mousedown full#Full 'behind the scenes', customisable Metadata system for node names and descriptions Create custom functions within the editor and save them for later Here's a gif of me entering my looping timer sub-function: So if you made something cool, you can share it with others! They can be saved out to your assets, and shared through here.Įssentially they are normal looking Nodes within Nodus, and you can double click (or right click) to enter it, and it is similar to a scripted function, with entry and exit points, and you can design it as if it was a normal graph. ![]() Subgraphs as they're called behind the scenes in Nodus (in case you ever look). #Eventscripts download mousedown code#I forgot to mention that not only is there all of the code based stuff above, but users can create their own sub functions! makes an event accessible as a node for you will add a function as a singular node for you will pull in every prop/field/function in a class/struct It's all done with attributes, and you've 3 to work with. Similarly, no one should ever have to worry about reflection, or anything more than writing their code as normal. No one should ever have to actually touch the Nodus source, but can if they wish. ![]() The main goal of Nodus was to make things as easy as possible. (Unless you change a function header, or add new functionality into your own code).Īnd the massive XML library Nodus creates is Editor side only, so the only information that goes out to your end game is a series of instructions in the form of nodes. If you make changes above, Nodus will require a recompile, but this is the only time you have to do it. (Just tell Nodus to compile that into it's library) And if you have another 3rd Party system that's wrapped in a library, adding the namespace does everything for you. The reason behind this is that you don't need or want EVERY single function Unity has ever made in every namespace, but the option is there for you. This is for Unity's own API, and 3rd Party APIs. You can add namespaces to the HInfo object, and every class/type/function/property in that namespace is then accessible by Nodus. Some details for the interested (Programmers/Enthusiasts/etc.): The main purpose of this system is to allow you to create MonoBehaviour components without ever having to look at a single line of code. #Eventscripts download mousedown how to#Some knowledge of how to program in C# goes a long way however, as that is the language Nodus is based off of, and uses the standard aspects of the language. This extension can be used by anyone, whether it's experienced programmers, or artists and animators. Nodus is a Visual Programming Language for Unity, designed to replace the need for having to constantly tweak scripts and dig through code to debug. Over the course of the last 3 years, trying to find time between work and finishing my degree, I built Nodus.Īnd this is it! For only $50! (Or whatever the Euro equivalent is with VAT.) ![]()
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