Several issue about NodeCanvas.

Forums 💬 NodeCanvas 🗨️ General Discussion Several issue about NodeCanvas.

Viewing 9 posts - 1 through 9 (of 9 total)
  • Author
    Posts
  • #13996
    mchoi
    Participant

      Hi, again,

      I found some issue of NodeCanvas. but I guess you need to see and modify it.

      1. Serialization of enum for bit flags can’t work properly. we tested it as screen shot. In my opinion, there are two ways to solve it.
      – make editor as custom for enum like “LayerMaskField” method in EditorUtils class.
      – or using CustomPropertyDrawer as second screen shot.

      2. BBParameter.cs, around of 309 line, about log events “Parameter ‘{0}’ (of type ‘{1}’) promoted…..” I saw that code in NodeCanvas, all log events have on/off switch except 309 line of BBParameter.cs, as you know It can be a performance issue in release when we use dynamic value. so I guess all log events need to on/off switch.

      Brian Choi.

      #14004
      Gavalakis
      Keymaster

        Hey,

        In the latest version of NC available, flags enums are supported and shown correctly. The inspector is using Unity’s 5.x EnumMaskPopup. What version of NodeCanvas and Unity are you using?
        [attachment file=”FlagsEnum.png”]

        Regarding the “variable promoted” logs, I intentionally made them to always show, because I think they are very important. I will though wrap the log in an #if UNITY_EDITOR so that it doesn’t come in the build. You are correct in that 🙂

        Please let me know about the flags enum issue.
        Thanks!

        #14003
        mchoi
        Participant

          Yeah, I know that editor code. but try it as irregular number like

          [System.Flags]
          enum Flag
          {
          Seven << 1
          Bar << 2

          Hello << 20
          }

          and I know It does work with editor when we just set it up. But if we want to save that value in prefab or FSM, BehaviourTree of Json file, than, you won’t see the “Hello” enum value. It will not be saved in the file (prefab, blabla.asset(FSM asset). So weird

          #14002
          mchoi
          Participant

            Additionally, We are in Unity 5.5.1 p3, and the lastest version of NodeCanvas(2.6.2)

            #14001
            mchoi
            Participant

              Also We are trying to fix it. But I’m expecting this is issue will be fixed this issue in the next release of NodeCanvas.

              #14000
              Gavalakis
              Keymaster

                Hello again,
                Hmm that is weird.
                I’ve tried this example and it works as expected in the inspector:

                Can you please clarify what seems to be the issue?

                Thanks in advance.

                #13999
                mchoi
                Participant

                  Okay, I tell you what I found about enum flag step by step.

                  1. Create FSM with GraphOwner
                  2. Create TestAction in FSM what we created.
                  3. Change value as Hello of enum value in TestAction
                  4. and save it as asset named “sampleFSM.asset” in project folder
                  5. open the “sampleFSM.asset” in text editor.
                  5. you will find the weird behaviour of serialization.

                  [attachment file=”Screen Shot 2017-02-20 at 10.44.21 AM.png”]

                  #13998
                  mchoi
                  Participant

                    As I upload the image, the serialized asset file, have sampleEnum variable with “Bar” but I set it up as “Hello” in inspector.

                    #13997
                    Gavalakis
                    Keymaster

                      Hello again,
                      Thanks for the extra info.
                      I will check this out and come back to you with an update.

                    Viewing 9 posts - 1 through 9 (of 9 total)
                    • You must be logged in to reply to this topic.