Available Now on the Asset Store Visual Scripting the Unity3D Way!
Create game systems, controllers fast with a built in visual node graph. Easy to extend and customize to your needs. Not only can you script visually, but by creating your own nodes, you can create Finite State Machines, and Complex Behavior Trees!
How it works?
The VisualNode class extends from MonoBehaviour and can be managed as such! All variables are serialized just like a normal script.
How is this different than other visual nodes plugin?
Utilize the power of your designers! Programmers can abstract code concepts, behaviors, and methods into easy to use visual nodes that allow designers to take control and give time back to the programmers. Apart from low-level visual nodes, you can create complex structures such as state machines, behavior trees and more. Public Beta
Nodify is currently in a public beta, help support its continued development!
Community Support www.antihero-studios.com is a forum based website that allows you to register for a free account. Once you purchase Nodify on the asset store, follow the “Certified Developer” guidelines to gain access to technical support, minor major product updates, and feature requesting.
Official Video Tutorials
Please check back as this list will grow with user request!
Tutorial 1 - Interface
This video covers the basic interface of Nodify.
Tutorial 2 - Basic VisualNode Creation Part I
This video covers the creation of a VisualNode.
Tutorial 3 - Basic VisualNode Creation Part II
Continuation of the basic creation of VisualNodes. This video focuses on properties.
Tutorial 4 - Advanced Node Creation Part I
This video covers the usage of custom VisualNodePropertyRenderers. This requires the 1.53 update soon to be released on the Asset Store.
Variable Chaining allows for complex behaviors. For instance after OnCollisionEnter you can get the Collision Contacts as an array then call the Array.ForEach node to process each contact.
Version 1.54 Released - Includes a basic Finite State Machine (and GUI example) - Changes to Input.OnKeyDown Event making the KeyCode a KeyCodeVariable for connections.
Nice tool - it’s been working pretty well for me. I’m trying to do something that I don’t really know how to go about setting up… is this a good place to ask?
Anyway, I’d like to have a raycast being continually sent forward from an object, and I’d like to set this up using Nodify.
So far I’ve placed an update activator, a gameobject > get transform node, and a raycast node. I see that the values on raycast can be modified with a variable connection, but I’m not sure how to get the transform’s position and direction out of the get transform node.
Using the Transform.GetPosition node will help you achieve your results. Alternatively, you could also write a custom node for the behavior you are needing to clean up the flow graph.
At this moment, development has been paused for some other projects; however the project contains the base functionality and is extendable. Give me a private message shout out if you need any help!