Ok, I’m having an issue with NC… of course that’s why i’m posting on the forums.
So my company has it’s own unique UI system where each UI component is stored in resource folder. The component is loaded and destroyed/unloaded as needed. I decided to use NodeCanvas for our FTUE system… because it’s awesome. However I found a problem.
For each screen “window”, the FTUE checks for a a step and if the FTUE should be loaded. Upon success it loads a popup. The popup has NodeCanvas and a series of different FSM on game objects. All of this leads to a few issues, I’ve found work arounds, but it’s inconvenient and unexpected.
1. All FSM are run when the FTUE popup is loaded.
Work arounds. I had to move all the node into a single mega FSM. I did this by default because I tried using Stop on FSMOwner on the Awake, but even so the first tick would still push them near complete phase. :\ Also Sub FSM didn’t work any better.
2. Here is bad one. FTUE step 0 starts, works great :)…. FTUE is unloadeed as we go to the next “window”. FTUE is loaded again. However this time the FTUE is activating objects in the resources folder rather than the objects the FSM is part of.(The FSM is bound). I think this is because although I’m using a bound FSM, it’s still an object asset part of the Prefab in the resource folder..
Work around. I created a
FTUESingleton.SetActiveObject(enum id, bool turnOn)
{
MyClass reff = FTUESingleton.instance.objectList.find(….);
reff.scenGameObject.setActive(turnon);
}
This works, but it’s inconvent and now I’m executing functions from Nodecanvas rather than SetVisibility of the from the Node actions.
3. This is kinda of small…. but FTUESingleton in the Nodeaction looks like FTUEFloatton… I think NC naming parser is finding Single, and renaming to Float. This is more ammusing than an issue.
Workaround… I ingore it 😀
Hey!
Thanks for using NodeCanvas and glad you like.
I laughed at FTUEFloatton so much. It’s the best bug report I’ve ever had 🙂 I will take a look at this of course.
1. There is an option in the FSMOwner inspector for OnEnable and OnDisable. If you set the “OnEnable – Do Nothing” the FSM will not start automatically, but only when you explicitly call FSMOwner.StartBehaviour(). Is that what you are referring to?
2. Regarding this issue, can you please confirm that you are using latest NodeCanvas version 2.5.5? If so, is it possible that you explain a detailed reproduction steps (or even better email me one), so that I can check it out?
Thank you.
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