I’m using lots of execute/check function nodes. When I change method’s name it’s a pain to find nodes that used the old name. It would be the best that the error in Unity Console would point to the faulty node (that’s probably not going to happen), but maybe a “verify nodes” option in the menu would sweep through all the nodes/all the actions in a tree and check if they point to functions that actually exists?
Or maybe there’s already a proper Node Canvas way to do it?
I am not sure about Unity console pointing to the node, but I am working on showing a warning icon on probably faulty nodes within the editor for the the next version. Another alternative that you can do like right now, is to change the info property of the Execute/Check Function tasks by adding this right after the first IsNullOrEmpty check:
:D, works and tells exacly what I need to know. One downside is that I can’t validate all my BT for missing methods. So if I refactor my code I still can get an esoteric error about a missing method, don’t even knowing where it’s missing. But that’s a song for later, I even don’t have so many BT right now.
Thanks :).
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