Disabling / Stopping graph on execution provoque Huge pain

Forums 💬 NodeCanvas ⚙️ Support Disabling / Stopping graph on execution provoque Huge pain

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  • #16474
    driiade
    Participant

      Hello,

      Well done for the update 3.0.x ! Very cool to see our feeback coming =) (especially Update Mode + pass + transitioning on the same state, merge also is good design ! ).

      I actually have a problem with stopping / disabling graph when it is still in execution. For some reason stopping a graph on its OnUpdate callback cause all sort of error : it still continue the execution for 1 frame (causing Huge pain) or enabling it again cause Debug.Assert Enable things to cry (like we call condition.Check function but we don’t have enabled the condition… blablabla).

      But we need this, as the graph is a pooled object and pool itself on particular states ! Actually I just delay the graph stop call with a coroutine waiting for next fixedFrame update … but .. meeeeh it’s not ideal !

      Thanks for support =)

      The game is now 1 month from delivery !

      #16476
      Gavalakis
      Keymaster

        Hey!

        Thanks. I am glad you like the new version 🙂

        Just to clarify, do you mean stoping a graph from within its update loop, like for example doing it from within a custom action task OnUpdate? If so, this always was problematic to do (it is just more apparent now). If you take a look at the included GraphOwnerControl.cs action task, I also use a coroutine to yield 1 frame for stopping the behaviour there. Is that a relevant situation, or something different?

        Can you please share a bit more about your setup?

        Thanks! 🙂

        #16475
        driiade
        Participant

          Hell9,

           

          That s exactly what i meant and your solution was mine too.

           

          Let keep it like that ^^’

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