I’m relatively new to FlowCanvas, having used FlowScripts in a couple of small projects. A requirement has come up where I need to create a Runtime Node Editor i.e. create Nodes & Flows without using Unity Editor. What would be the best way to go about this?
I do realise this is a lot of effort and I’m looking to chart out a feasible way forward. Would really help if you could point me to specific parts of the architecture I should focus on, what parts might need to be replaced/modified or any other general guidance.
The editor side of FlowCanvas is using a lot of UnityEditor namespace types which are only available in editor of course. Turning FlowCanvas into a runtime editor would require a lot of work to the point of practically rewriting/replacing all instances of code that are currently using UnityEditor types. It is thus honestly something I can’t recommend doing.
Has any type of runtime node editor for FlowCanvas/NodeCanvas emerged over the years? Is the only recourse to develop an independent runtime node GUI system (i.e. ugui) that calls the FlowCanvas/NodeCanvas APIs?
I haven’t come across any made one and (as you may know) there is not one included since that is outside the scope of the tool. It could be possible to make one however it will definetely be a lot of work to be honest.