This graph editor allows you to skip the editor work and create a Node Graph that is customizable. The tool that uses Unity's Experimental GraphView.
- Extensible
- Scriptable Assets that can be used at rumtime through custom behaviour
- Minimap.
- Search window.
- Blackboard that supports most types.
- VisualGraph generates a starting point for you to create your custom graph
- To start create a script that extends VisualGraphNode. This is either the basic node for your graph or a base node your graph will use.
- You can add the following attributes: [NodeName()] [NodePortAggregate()] [PortCapacity()] [CustomNodeStyle()]
- You can create more node scripts that extend your base node
- Next create a script that extends VisualGraph, add [CreateAssetMenu] and [DefaultNodeType(typeof(YOURBASENODE_YOU_JUST_CREATED))]
- Generate your graph
- It is recommended to extend the VisualGraphMonoBehaviour to create a MonoBehaviour to use in your game
- The VisualGraphMonoBehaviour will create an internal copy of the graph so it does not change the actual ScriptableObject data (at runtime and in the editor)
- Once you have created your VisualGraphMonoBehaviour script add this to a game object. Access the graph by using InternalGraph
- From there you can navigate your graph in your node scripts.
- You can also add Blackboard properties to your graph, if you have added the graph to you MonoBehaviour it will make a copy of the properties
- Properties can be overriden and set which are used at runtime
- There are refresh issues with the properties in the inspector (working on this)
- Inspector does not refresh when blackboard properties change (new, delete, or update)