Thank you for your detailed report and I am glad you like NodeCanvas 🙂 Please let me address your questions.
Serializing is called every frame only if the Graph Asset is selected in the Unity inspector. Basically the Unity inspector is calling OnBeforeSerialize every frame. This is a known issue that I have tried to avoid (with not luck as of yet). The simplest workaround is to please make sure that you have not Graph Asset selected in the Unity inspector.
There is also a bad GC.Collect call (something that I have removed for the next version already) and which is causing a lot of overhead for no good reason. To remove this call, please open up Graph.cs and in the SelfSerialize method at line #103, please remove the call to System.GC.Collect()
Node.DrawNodeGUI and Connection.DrawConnectionGUI are methods that basically draw the GUIs for nodes and connections. Please note however that only visible nodes within the canvas are drawn (the rest are not). As such, in max zoom out level where there can potentially be many nodes, it can be taxing, but it shouldn’t be when there aren’t dozens of nodes/connecti0ns shown (or is it? :).
The minimap can be disabled if you want simply by totally minimizing/scaling it down (at total minimize the minimap will not be shown and the relevant methods will not be drawn as well).
Having said that, can you please also clarify which version of NodeCanvas you are using?
Thanks!
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