Cool, that fixed it! Thanks for your quick support.
I’m using both NodeCanvas and PolyNAV, by the way, and I’m quite pleased with both of them (I’m the guy who suggested the addition of path cost polygons to polynav). I’m planning to use NodeCanvas’ FSM capabilities to define and control the workflow for a complicated UI system. It’s really great, because I’ve been spending a looong time trying to figure out a good way to architecture my GUIs and the rest of my game with a gang-of-four style architecture, within the context of Unity. NodeCanvas puts all the pieces in place to make that happen seamlessly and effortlessly.
So thanks! This rocks.
Login
Register
By registering on this website you agree to our Privacy Policy.