From the research I’ve done here on the forum it looks like it’s impossible to speed up performance by throwing NodeCanvas in the Plugins folder ( Link).
I was hoping that we still might be able to get a performance increase by having you add your own .asmdef files (.asmdef documentation reference) to NodeCanvas. Is this planned? These files allow for a finer degree of what gets compiled and when for a given plugin / set of code and it would prevent NodeCanvas scripts from recompiling every time I make a change in our own code.
The linked post is quite old and this problem no longer applies 🙂
I have actually just re-checked moving NodeCanvas in Plugins folder in Unity 2018.x and everything is working fine. Code “mistakes” (as per linked post) in main assembly do not result in “missing” actions or nodes.
With that said custom assembly definitions is something planned, but unfortunately not before support for Unity 5.6 is dropped.
Please do confirm that moving NodeCanvas in Plugins does indeed works for you as well if you can.
Sorry for the super late reply (I was on a small vacation)!
Yes, This warning is completely normal and irrelevant of the placement of NodeCanvas in plugins folder!
Nothing to worry about 🙂
Thanks!
Join us on Discord: https://discord.gg/97q2Rjh
Author
Posts
Viewing 6 posts - 1 through 6 (of 6 total)
You must be logged in to reply to this topic.
Login
Register
By registering on this website you agree to our Privacy Policy.