Some useful methods for research. Now with these methods and the previous commit it is now possible to play not only with the theme of xNode but also with the functionality of ports, nodes and noodles.
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xNode
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.
xNode is super userfriendly, intuitive and will help you reap the benefits of node graphs in no time. With a minimal footprint, it is ideal as a base for custom state machines, dialogue systems, decision makers etc.
Key features
- Lightweight in runtime
- Very little boilerplate code
- Strong separation of editor and runtime code
- No runtime reflection (unless you need to edit/build node graphs at runtime. In this case, all reflection is cached.)
- Does not rely on any 3rd party plugins
- Custom node inspector code is very similar to regular custom inspector code
- Supported from Unity 5.3 and up
Wiki
- Getting started - create your very first node node and graph
- Examples branch - look at other small projects
Installation
Instructions
Installing with Unity Package Manager
Via Git URL (Requires Unity version 2018.3.0b7 or above)
To install this project as a Git dependency using the Unity Package Manager,
add the following line to your project's manifest.json:
"com.github.siccity.xnode": "https://github.com/siccity/xNode.git"
You will need to have Git installed and available in your system's PATH.
If you are using Assembly Definitions in your project, you will need to add XNode and/or XNodeEditor as Assembly Definition References.
Via OpenUPM
The package is available on the openupm registry. It's recommended to install it via openupm-cli.
openupm add com.github.siccity.xnode
Installing with git
Via Git Submodule
To add xNode as a submodule in your existing git project, run the following git command from your project root:
git submodule add git@github.com:Siccity/xNode.git Assets/Submodules/xNode
Installing 'the old way'
If no source control or package manager is available to you, you can simply copy/paste the source files into your assets folder.
Node example:
// public classes deriving from Node are registered as nodes for use within a graph
public class MathNode : Node {
// Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node
[Input] public float a;
[Input] public float b;
// The value of an output node field is not used for anything, but could be used for caching output results
[Output] public float result;
[Output] public float sum;
// The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
public MathType mathType = MathType.Add;
public enum MathType { Add, Subtract, Multiply, Divide}
// GetValue should be overridden to return a value for any specified output port
public override object GetValue(NodePort port) {
// Get new a and b values from input connections. Fallback to field values if input is not connected
float a = GetInputValue<float>("a", this.a);
float b = GetInputValue<float>("b", this.b);
// After you've gotten your input values, you can perform your calculations and return a value
if (port.fieldName == "result")
switch(mathType) {
case MathType.Add: default: return a + b;
case MathType.Subtract: return a - b;
case MathType.Multiply: return a * b;
case MathType.Divide: return a / b;
}
else if (port.fieldName == "sum") return a + b;
else return 0f;
}
}
Plugins
Plugins are repositories that add functionality to xNode
- xNodeGroups: adds resizable groups
Community
Join the Discord server to leave feedback or get support. Feel free to also leave suggestions/requests in the issues page.