Indeed. NodeCanvas v3 comes within a Unity “Assembly Definition”. That is the “ParadoxNotion.asmdef” file that exists on the root “ParadoxNotion” folder. This has some nice advantages, but as you found out, one (probably the only) disadvantage of using Assembly Definitions, is that code inside that assembly definition can not access code outside that assembly definition (although the reverse is possible). https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html
If you simply delete the ParadoxNotion.asmdef file, there will be compilation errors however due to some methods, properties, etc having an “internal” access modifiers in NodeCanvas, which is done so that the API is cleaner. I could change these modifiers to public once again, but I would really prefer not to if there is another way to achieve what you are after 🙂
Having said that, can you please let me know what kind of tweaks you’ve done? Maybe there is another way of doing what you need?
Thanks!
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