i like nodecanvas but i think it lacks 2 features that would be very handy :
– A template gallery to do simple drag an drop from a panel on the right, with user predefined Nodes. (i tried to drag and drop nodecanvas scripts on the canvas but it don’t work). : i would use it to drag an drop some users nodes like “begin dialogue”, “end dialogue”, “begin that”, “Center camera Here”,.. for quests.
– The capacity to edit script directly on the node (without click on the node, click on the script, and edit data) like Arbor 3 can do.
What do you think about those 2 features ?
is there anybody who would be also interrested ?
Thanks.
(Arbor 3 system where you can edit nodes directly: )
Thanks for your suggestions. Please let me address both of them 🙂
1) Do you mean something like a docked panel with tasks?
This has not really been done, because the search field I think is very easy to reach and use. Just in case you’ve missed it, it can found right under the “Assign Action Task” button 🙂
[attachment file=”Search.png”]
2) The reason that nodes are “view” only and editing is opted to be done only from within the node inspector panel is twofold:
A) It is to keep the space nodes required in the graph editor, as minimum as possible, thus giving a better overview with more nodes able to be drawn in the given space available.
B) It is to avoid accidentally editing parameters while only trying to move a node around.
Back when designing the UI, I did try adding controls within the nodes, but due to the reasons stated above, I quickly dropped that idea 🙂
1) yeah i know this thing, but i find that it’s only for action and not “bundle of action”. My most used action task is “call function”, “wait”, “set visibility”. so i put them in the mainmenu. but drag and dropping from a always at screen panel, like prefabs, would seem faster for me. (if i am the only one who want this feature, it’s no use to add it 😉 )
2) yes, i thought also it was be done like this to have a clearer view. but i would fine useful to have the option to show some nodes always in “edit mode”. The workflow to click on the node, click on the action, and modify is too long for me.
I began to use NC to handle quests and dialogues in my RPG game, and it’s a little painful to copy/paste nodes, copy/paste conditions, etc.. (in FSM mode). I would like also add somes icons to identify immediately the purpose of the node : dialogue, go to,.. (like icons in behaviour tree mode)
(Same that above : if i am the only one who want this feature, it’s no use to add it 😉 )
3) i think i am the only one too who find this annoying, but i would like to see arrows go in vertical way and not only in horizontal way.
Ahah, with all those requests, i begin to think about developping a special asset for my needs :p
1) It’s not really requested that much, but I will keep a note of this request!
2) Since a State can have a lot of actions, fetching an icon from ONE action (per action type) is not really possible (which action icon of them all will be shown?), but I will gladly add a field in the FSM state nodes to set a custom icon for the state as an alternative 🙂
3) Indeed, the FSM system in NodeCanvas is designed to follow a “diagonal” flow rather than a vertical/horizontal one, which is inspired by the more.. “traditional” FSM UML designs like for example: [LINK]
This is more importantly done this way, so that the information on the transitions (the conditions info), has enough space to be readable, whereas in other similar tools (like for example as per your post Arbor 3 or even Playmaker), do not have this need since there is simply no information to show on transitions UI-wise 🙂