Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Visual Logic Editor (Antares VIZIO) : (video screens)

Discussion in 'Assets and Asset Store' started by Neodrop, Sep 1, 2010.

  1. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    (See also : Antares Project Addon (free) , Universe showcase)

    I have work over the Visual logic environment for Unity 3.0
    Work in progress, but now, I can show the first video shot from my Vizio Editor.

    Old Virtools Quest3D users, Welcome!




    $ClosetBeta0.jpg

    15.11.2010 :
    http://forum.unity3d.com/threads/59121-Visual-Logic-Editor-(Antares-VIZIO)-(video-amp-screens)?p=429925&viewfull=1#post429925

    $CBTsoon.jpg

    19.11.2010 :
    http://forum.unity3d.com/threads/59121-Visual-Logic-Editor-(Antares-VIZIO)-(video-amp-screens)?p=433116&viewfull=1#post433116

    $200LogickBlocks.jpg

    21. 11. 2010 :
    With VIZIO, you can Create your GUI right in Editor Mode!

    22.11.2010 :
    Internal External Web Help in VIZIO.

    24.11.2010 :
    Antares.VIZIO : Creating GUI right in Edit Mode (VIDEO)

    28.11.2010 :
    New Features

    29.11.2010
    :
    VIZIO is going to have a built-in encrypting system, which will totally protect your application from code hacking (read more).

    30.11.2010 :

    New video from VIZIO : improved GUI editing and cross graphs communication.

    08.12.2010 :
    Stress test : Draw a thousand blocks without CPU overloads.

    09.12.2010 :
    How to create your own blocks in VIZIO

    11.12.2010 :
    VIZIO : Work space organization

    14.12.2010 :
    First stage of Closed Beta Test is launched.

    22.12.2010 :
    VIZIO works perfectly on Android.
    VIZIO : Any code in any supported language in one single user-created block.

    27.12.2010 :
    The Wizard for facilitating the creation of Custom Block for VIZIO (included in project)

    29.12.2010 :

    iOS tested.

    08.01.2011 :
    Custom Inspectors for LogicBlocks

    11.01.2011 :
    Finite-State Machine in VIZIO
    VIZIO : Local Variables

    13.01.2011 :

    Runtime Debugging : ON

    25.01.2011 :
    MonoBehaviour's Universal Wizard Block. (Call any public methods everywhere in your project's monobehaviours)

    27.01.2011 :
    Easy copying of VIZIO graphs between any cuantity of objects.

    08.02.2011
    :
    Universal Wizard Logick Block.

    18.02.2011 :
    One beginner level tutorial

    20.02.2011 :
    Easy send and receive any data between graphs or environment.

    21.02.2011
    :
    New Tutorial for our beta-testers. The Map .

    24.02.2011
    :
    iTween inside Universe

    27.02.2011 :
    New user-created Smart Blocks

    04.03.2011
    :
    Shortcuts

    08.03.2011 :
    Two new tutorials added.


    16.03.2011 :
    New tutorial added (and much more new blocks)

    19.03.2011 :
    New helpers (Arrow and Stickers) added.

    01.04.2011 :
    Universe (VIZIO) is approved to the Asset Store

     
    Last edited: May 23, 2013
  2. rytis

    rytis

    Guest

    Joined:
    Jul 11, 2008
    Posts:
    138
    Hey, looks cool. First question: is it reflection-based or are you generating code?
     
  3. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Both of it. For example, this is a source code of one Logic Block :

    Code (csharp):
    1. using VisLoEd.Core;
    2. using UnityEngine;
    3.  
    4. namespace VisLoEd.Blocks
    5. {
    6.     [VisualLogicBlock("Rotate Transform", "Transforms")]
    7.     public class TransformRotate : LogicBlock
    8.     {
    9.  
    10.         [Parameter(VariableType.In, typeof(Transform), Name = "Transform")]
    11.         Variable transform;
    12.  
    13.         [Parameter(VariableType.In, typeof(Vector3), Name = "Euler Angles")]
    14.         Variable angles;
    15.  
    16.         [EntryTrigger]
    17.         public void Rotate()
    18.         {
    19.             Transform transf = (Transform)transform.Value;
    20.             Vector3 rotAngles = (Vector3)angles.Value;
    21.  
    22.             if (transf != null)
    23.             {
    24.                 transf.eulerAngles += rotAngles;
    25.             }
    26.             ActivateTrigger("Exit");
    27.         }
    28.  
    29.         public override void OnInitialize()
    30.         {
    31.             RegisterOutputTrigger("Exit");
    32.         }
    33.     }
    34. }
    35.  
     
  4. rytis

    rytis

    Guest

    Joined:
    Jul 11, 2008
    Posts:
    138
    I mean how does it work at runtime?
    Well from RegisterOutputTrigger("Exit"); it seems that input functions attached in graph to trigger Exit will need be called through reflection. Or does it also generate some code that works at runtime?
     
  5. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    No Reflection during runtime. All code is generated on program start, or when the GameObject with Vizio-graph is created (or receives the Vizio-code from Network for example) - just one time per object live and next, all calls is transferred by delegates.
    Very fast and stable. No reflection in execution.
     
  6. Pulov

    Pulov

    Joined:
    Feb 20, 2010
    Posts:
    824
    Amazing stuff!!!

    Some of the most demanded extensions for unity are coming from the hand of the comunity.

    Visual logic and Visual Shader editor.

    Keep on the good work!!
     
  7. CorruptScanline

    CorruptScanline

    Joined:
    Mar 26, 2009
    Posts:
    217
    Very nice.
     
  8. SamSam

    SamSam

    Joined:
    Aug 31, 2010
    Posts:
    44
    Hi Neodrop,

    pardon the question but will your Visual logic environment be somewhat comparable to Kismet in UDK ?

    Sam.
     
  9. dart

    dart

    Joined:
    Jan 9, 2010
    Posts:
    211
    Really good man. I don´t know if you have the interest, but Unity should think about employing you.
     
  10. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Yes. This is something similar, but without Kismet limitation and much more faster. With my system everybody can create any conceivable code without any limitations. (in near future).
     
  11. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    I'm not alone 8)
     
  12. rytis

    rytis

    Guest

    Joined:
    Jul 11, 2008
    Posts:
    138
    So then this

    ActivateTrigger("Exit");

    Turns into something like:

    Code (csharp):
    1.  
    2. class TransformRotateGenerated : TranfromRotate
    3. {
    4.    overload void ActivateTrigger(string trigger)
    5.    {
    6.        switch (trigger)
    7.        {
    8.            case "Exit":
    9.                SomeNode.SomeFunction(parameters);
    10.                SomeOtherNode...
    11.                break;
    12.        }
    13.    }
    14. }
    15.  
    What i mean is you still need to have one indirection level right?
     
  13. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    No. When the graph is created during runtime (on Start or when object with graph is created), the core prepare all necessery delegates and store it in the Dictionary.
    When the logic block call ActivateTrigger("Exit"); the core just looking in the dictionary and execute the found delegate by this key. This Delegate calls a some method in other logic block (to wich it is connected by the link). And so on.
     
  14. rytis

    rytis

    Guest

    Joined:
    Jul 11, 2008
    Posts:
    138
    That is still one level of indirection ;)
    Anyway, will keep my eyes on this project :eek: :)
     
  15. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    May be you right, may by I don't understood clearly your questions. :wink:
    My teachers was japanese (good peoples, but with a bad english knowledge).
     
  16. juan-jo

    juan-jo

    Joined:
    May 15, 2010
    Posts:
    162
    As Quest3D and recent Unity user, I think that Quest3D is far more productive.
    I really hope you can go with this thing, and may not have to return to Quest3D…
    All my humble support if needed.
     
  17. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    When is this comming out?
    I have a very complex FSM on my current projet that will be simply done with this visual editor.
    Can i really do anything that could be done with code or is there any limitation?
    Cheers, :)
     
  18. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    No limitation. You can use Vizio or normal code together in any combination. I will create a simple to use bridge from Vizio to the Code and back.

    About release. I hope to release a beta in October.
     
  19. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    Is there any runtime code generation? How is VIZIO performing?
    Keep the hard work. :)
    Cheers,
     
  20. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Yes. Runtime code generation. Performance near to the original code. I'm not ready yet to publish any banchmarks. Work in progress.
     
  21. reissgrant

    reissgrant

    Joined:
    Aug 20, 2009
    Posts:
    726
    Well to be fair, this is in early dev stages so an apples to apples comparison is not appropriate. As for Quest3d to Unity comparisons, Unity is far ahead of Quest3d in terms of producitivty. Former Quest3d user here too...

    Anyway, Great job Neodrop, this is truly awesome! :D
     
  22. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Not so early. :wink: The core is created and 75% of interface functionality too. I thing, the main work is completed on 60-70%
     
  23. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    Hello Neodrop,

    Can/Could your VIZIO load existing code and generate visual graphs? :)
    That will be so darn awesome. :)
    Cheers,
     
  24. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Well, just a little correction and you can transform your old script to the Logic Block. If your code will be marked with necessery attributes (Look at first page).
    Users can write them own blocks. But this classes must be inherited from VisLoEd.LogicBlock class.

    There is no many rules, to create your own blocks. I will explain all later.
     
  25. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    Sounds good,
    Keep the hard work, :)
     
  26. Jingle-Fett

    Jingle-Fett

    Joined:
    Oct 18, 2009
    Posts:
    614
    I'm so excited by this, I can't wait. Neodrop, you deserve an award for your outstanding work :)
     
  27. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Now in runtime.
     

    Attached Files:

  28. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,964
    is this a way to script using nodes? Can you script anything you could using unity's script editor?

    How much will this cost?
     
  29. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Yes. This is a way to scripting by only nodes.
    Or in any mix with the standard code. As anybody wish.
    I'm not ready to announce the future price, but the price will not be too high.
     
  30. crafTDev

    crafTDev

    Joined:
    Nov 5, 2008
    Posts:
    1,820
    Seriously dude, if this helps me as an artist to script fastusing unity, it will be worth the price. I can't wait to give it a shot! :)
     
  31. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Yes I hope that my visual system will be clear both to children and artists :wink:
     
  32. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    I was working on an XML parser that reads external .Graphtml files, made with an external graphical editor. In other words, is an UT editor script that generates code. I have an artist and one designer, most of the time I have to do their work as they are really afraid of code. Having runtime visual debugging inside Unity is so kick ass. :)
    I don't really know how this works on iDevices, but just hope it runs fast. :)
     
  33. PROTOFACTOR_Inc

    PROTOFACTOR_Inc

    Joined:
    Nov 15, 2009
    Posts:
    4,044
    :) always anticipating the tools that may be needed for developers and also for designers !!! I've dreamed of such a tool, and you did it !! big thanks to you and all your team !!!
    By the way i'm still on the asset creation, facial rigging/skinning for characters and so on ... work in progress ... hope i'll can show you that shortly. I've got a guy that would administrate the server. Just waiting for unity 3.
    PS : you 're about to raise unity to the greatest game engine ever with such usefull tools !!!
    nice work !!!
     
  34. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Current progress :

    • 1. Possibility of creation of any quantity of controlling logical chains in one scene. (Like MonoBehaviours on Game objects).
      2. Informational panel of carrent selected logic block.
      3. The component on the game object with direct access to the Vizio Editor.
      4. Many other changes.
     

    Attached Files:

  35. Jodon

    Jodon

    Joined:
    Sep 12, 2010
    Posts:
    434
    Your editor looks very good! I am kind of mulling over implementing an Animation Tree Editor for Unity, but I cannot find any way to draw lines in the editor. I see you're using nice curved lines like the UDK, how are you able to draw those in the editor window?

    Thanks.
     
  36. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    Handles.DrawBezier
     
  37. EmadGh

    EmadGh

    Joined:
    Jun 10, 2009
    Posts:
    147
    Good work,
    Keep working Neodrop.
     
  38. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    14.09.2010

    Links Management.

    Click here, to see the short work-testing video. (look it in HD)
     

    Attached Files:

  39. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    Keep the good work, so far is looking pretty nice. :)
     
  40. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,964
    this is looking VERY exciting! Dude, if you're looking to be part of the unity team, you're hired! oh wait, i'm not the king of the universe (yet) so I can't decide that.
    Seriously this look really great, and if anyone asks I'd say this belongs in unity natively!
     
  41. Neodrop

    Neodrop

    Joined:
    Oct 24, 2008
    Posts:
    1,359
    I think that visual programming is the future of mankind and it is probable, such system sooner or later will appear in Unity natively.

    Sure, this is just my point of view. :wink:
     
  42. thomasmahler

    thomasmahler

    Joined:
    Mar 18, 2009
    Posts:
    181
    Amazing stuff, can't wait to test it!
     
  43. Maph

    Maph

    Joined:
    Sep 19, 2009
    Posts:
    55
    Ok, this is pretty forking hot stuff!
    Can't wait to see this released, I'd definitely buy it. :)
     
  44. rahuxx

    rahuxx

    Joined:
    May 8, 2009
    Posts:
    537
    Great work, its making the unity3d more more powerful.
     
  45. siliwangi

    siliwangi

    Joined:
    Sep 25, 2009
    Posts:
    303
    great addon!i think unity should hire you :)
     
  46. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,362
    Any news? :)
     
  47. Jesse_Pixelsmith

    Jesse_Pixelsmith

    Joined:
    Nov 22, 2009
    Posts:
    296
    我喜欢! Me likey!
     
  48. fountain_eyes

    fountain_eyes

    Joined:
    Sep 29, 2010
    Posts:
    12
    . . . thank you . . . (edit), for your work
     
    Last edited: Sep 30, 2010
  49. fmarkus

    fmarkus

    Joined:
    May 22, 2010
    Posts:
    181
    Fantastic work! I can't wait to play with it. And yes, Unity should hire you. :)
     
  50. Jingle-Fett

    Jingle-Fett

    Joined:
    Oct 18, 2009
    Posts:
    614
    Any word on this? (can't blame me for being excited)