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[](https://discord.gg/qgPrHv4)
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[](https://github.com/Siccity/UnityNodeEditorCore/issues)
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[](https://raw.githubusercontent.com/Siccity/UnityNodeEditorCore/master/LICENSE.md)
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[](https://github.com/Siccity/UnityNodeEditorCore/wiki)
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[](https://github.com/Siccity/xNode/issues)
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[](https://raw.githubusercontent.com/Siccity/xNode/master/LICENSE.md)
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[](https://github.com/Siccity/xNode/wiki)
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### UnityNodeEditorCore
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### xNode
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Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.
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With a minimal footprint, UNEC is ideal as a base for custom state machines, dialogue systems, decision makers etc.
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With a minimal footprint, xNode is ideal as a base for custom state machines, dialogue systems, decision makers etc.
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### Key features of UnityNodeEditorCore:
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### Key features
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* Lightweight in runtime
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* Very little boilerplate code
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* Strong separation of editor and runtime code
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@ -29,7 +29,7 @@ public class MathNode : Node {
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[Output] public float result;
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[Output] public float sum;
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// UNEC will display this as an editable field - just like the normal inspector would
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// The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
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public MathType mathType = MathType.Add;
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public enum MathType { Add, Subtract, Multiply, Divide}
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@ -55,7 +55,7 @@ public class MathNode : Node {
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```
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Join the [Discord](https://discord.gg/qgPrHv4 "Join Discord server") server to leave feedback or get support.
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Feel free to also leave suggestions/requests in the [issues](https://github.com/Siccity/UnityNodeEditorCore/issues "Go to Issues") page.
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Feel free to also leave suggestions/requests in the [issues](https://github.com/Siccity/xNode/issues "Go to Issues") page.
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Projects using UnityNodeEditorCore:
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* [Graphmesh](https://github.com/Siccity/Graphmesh "Go to github page")
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