My environment
Unity: 2021.3.2f1
UVS: 1.7.8
OS: macOS 12.4.
I’m evaluating UVS to see if building workflows using custom nodes is a viable solution. But I’m hit with an annoying issue:
- Create a GameObject, add a Script Machine and attach a Script Graph to it.
- Create a custom node that compiles fine and shows up correctly in the above Graph.
- Build a simple graph with the custom node, such as OnStartEvent => MyNode.
- Edit the node’s C# script a bit to make it break during compilation.
- Quit Unity and reopen the project, select Ignore to force open with the compilation error present.
- Fix the script and make it compile.
- Find the Graph and activate it.
- Now the Graph is completely empty!
No refreshing could fix it while Unity is open the entire time.
The workaround I found is to quit Unity and reopen the project once again after Step 6 above, and then the Graph works again.
Another more serious trouble: After I rename the custom node class from MyNode to MyOtherNode, then this time the Graph becomes empty and completely unrecoverable over a deserialization error! I tried all the reopening/refreshing tricks and also tried regenerating the nodes from Project Settings, but no effect.
This looks like a showstopper to me.
Is this by design or am I missing anything obvious?
For one, I’ve never found a way to explicitly save/export the graphs through the Editor UI, other than creating the Graph as an asset in the Project window. However, the Graph is always correctly loaded after a clean close-and-reopening cycle if no errors are in my custom node script.