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Awesome features.
Saw the new namespacing, awesome!
Disregard my last post. I added a simple "public void NC(){}" and that worked like a charm! Thanks!
Hi @nuverian, I've been having issues using the preferred types within node canvas. I'm able to see my class in the preferred types list window...
Hi Softlion, I'm starting to get acquainted with Code Control. The first thing I noticed is the lack of encapsulation of the framework in a...
Can confirm, I've been seeing it since 5.2.1p3.
That sounds great. I'll keep an eye out for the updates.
Hi guys, I just purchased and upgrade from GDE. I'm hoping to use it on my next game. Are there plans to add support for sprites, audio or other...
Awesome :)
It would just be nice to have compile-time errors instead of runtime bugginess. For example, I had a schema named 'Ingredients', after some time...
The last update with GameObject support is awesome. Thanks to it I was able to do away with all kinds of hacks and use GDE alone. Is there a...
Lee from the uFrame community has create a nice plugin that auto generates NodeCanvas actions using the uFrame template system. You may want to...
Version 5.2.1p3 fixed this issue for me.
Here's the log file after an initial import (installation) and a subsequent "Reimport All" action that triggered a reset and a welcome screen for...
That's interesting, I'm using unity 5.1.3f1 so that might be it. I'll paste the output later on. Have a safe trip :)
It exhibits the same issue with the following structure: [ATTACH] that's how you are suggesting it right? The reason why I had it the other way...
Hi @Simie, Here's how the tree looks like: [ATTACH] An easy way to reproduce the issue is to have a blank project with the above and do Assets...
Hello, I'm encountering issues after moving this asset to the /Plugin folder. It seems the settings.asset file gets reset quite frequently, which...
Feel free to message me if you need a hand with uFrame, it can be convoluted at times. Searching where something happens in the framework can take...
uFrame attaches a MonoBehaviour script (called View) to an object in the scene. That view has a reference to a class that inherits from Object...