NodeCanvas Forums › Support › Tween related Action Task errors and …
sorry, I am not good at english.
I have some problem.
1. —-
‘id = new System.Guid().ToString();’
that code(in every tween related action task code) is not work correctly.
so i change it to ‘id = System.Guid.NewGuid().ToString();’
2. —-
When many(about 15 or more) BT send event(same event, almost same time) to the one BT, many events are losted.
3. —–
When many BT run wait task almost same time, The wait times are different.
4. —–
I want to get into the async function tween related action task.
Thank you to your effort;
one more
I’m use MAC. Please MAC Friendly Hot Key! (ex: ctrl+d -> cmd+d in MAC)
Hey,
No worries.
1. Indeed that is a bug. I’ve fixed that now. Thanks a lot.
2. Well. If many BT’s send the same event to another same BT, then depending on the order of which the BT are executed, the event maybe already have been used and as such the remaining events don’t have an effect, even though they are send. Let me know of an example case.
3. Are all of those BT’s started at the same frame? I check instantiating 100 BT with a wait action. After some period of time the timers are the same. Can you provide an example?
4. Please provide more info regarding this one 🙂
The cmd+D should work on allready, along iwth most other cmd related shortcuts. Doesn’t in work for you?
Let me know.
Thanks!
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thanks to your answers
I make sample, Q2 and Q4.
Please check ‘Manager’ game object’s BB value ‘Bubble Count’.
If I touch bubbles, Bubble Count is 22. But Press ‘Throw Button’, Bubble Count is less then 22.
If my fault, please advise me.
and
Please check TweenColor.cs
I made rough.
cmd+D, delete(mac) … not work in MAC, check please.
And
If I select a node and ctrl+d, It makes several nodes.
please check attached screenshot.
Q3 is not reproduced.
It probably seems to be my fault.
Thank’s for your effort.
While I was using PlayMaker.
Recently, My team have tested ‘Behavior Designer’, ‘Behavior Machine’ and ‘Node Canvas’.
(I used a lot of money……)
I think ‘Node Canvas’ is the best for me.
Please continue to upgrade.
Thank you
Thanks for the scene, even though I deleted the attachement because you had the whole nodecanvas asset in there. Please send scenes that include the asset at support@paradoxnotion.com next time if needed.
But, now I see what you mean about the events. The problem here, is that all events are send in the same frame and all catched by the Manager BT in the same frame, but the BT is naturaly, only updated 1 time per frame. As such the events even though they are send, the Check Event, does NOT caches or queues up the number of times the event was received in the same frame. Depending on what you are after, there can be numerous solutions about this. In this example scene, you can for example increate the “Bubble Count” variable from within the Bubble BT directly with the SetOtherBlackboard variable.
Once again, the reason is that the BT is updated only ONCE PER FRAME and events should not be used like functions in code for example.
As for the TweenColor script, can you please let me know what is that you want to achieve and is not working as expected?
It seems to work correctly 🙂
Regarding cmd+D will take a look at this, but on windows, I can’t reproduce the ctrl+D duplicating the node more than 1 times. I will re-check the code again to see if I miss something.
Finally thanks a lot for your feedback. I appreciate it and I am glad you chose NodeCanvas! 🙂
Let me know for anything of the above or anything new you may encounter.
Thanks!
Join us on Discord: https://discord.gg/97q2Rjh
Thanks to your kind response.
This was very helpful.
‘Event’ will have to be used carefully.
Finally, I will talk about the ‘Tween’ issues.
Your tween related action task contains ‘Wait Action Finish’ boolean option.
If uncheck(set false) ‘Wait Action Finish’ In most cases, tween does not run.
State now that option is not useful for me.
So I add ‘stopOnExit’ option. (you can see TweenColor.cs) and I add a bit of code in OnStop()
I think, it is useful both have two options.
It is very regrettable that my lack of English skills did not fully explain.
Thanks for reading my grumbling Thank you for patiently.
One more
I am interested about your ‘FlowCanvas’.
Have you got a discount plan? 🙂 🙂 🙂 🙂 🙂 🙂 🙂 🙂 🙂 🙂
Hey!
Thanks for the clarification on the Tween node. I will take a look at it and see what might be the problem why it’s not called if WaitActionFinish is false.
Also thanks for your interest in FlowCanvas. Unfortunately, the Unity Asset Store is not flexible enough for allowing discounts between products if the other product has lower price than the first. So there is a discount already from FC to NC, but unfortunately there can’t be a discount from NC to FC. It’s not allowed by the Asset Store Tools at all.
Unfortunately there is no practical way for me to provide a discount even though I’d really like to! :/
Thanks for understanding.
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Hi!
Just came across this while browsing and the Tween issue is one I fixed in our local version yesterday so I thought I’d chime in. It seems like all the tweens are set to automatically be killed when they finish anyway so I took out the manual calls to kill the tweens in OnStop. (This also meant I could take out the id setup in all tasks). Now we can untick WaitForFinish and it works as expected. 🙂
Cheers!
Hey,
I think adding this check in OnStop will work as expected in both cases. Will check this later too:
1 2 3 4 5 |
if (waitActionFinish){ //Kill } |
Thanks.
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