Node_Editor_Framework
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A flexible and modular Node Editor Framework for creating node based displays and editors in Unity
I want to extend the Editor functionality such that if I have a manager on a gameobject that contains a specific canvas (or instance of a canvas), then if I...
Hello, I have made a UWP application that imports the xml file that has been exported by the node Editor. I get stuck with an error : > Could not...
Hello, respect of open source framework, the author, I am a computer science student in China, a while ago was shocked by this framework, and into the framework of the...
Hi, I've just installed both packages by adding them in the package manager. The Window/Node Editor, where working. I started to create my custom node for my need by following...
**Description:** Selecting, moving, deleting and duplicating multiple nodes. **State:** None. May need adjustements to NodeEditorState and the input checking system.
It would be super useful to have multiple node editors open to edit different canvases simultaneously. Is there a way of doing this currently?
Is there any reason not to provide a virtual Node Node.Duplicate() for nodes to duplicate them self?
Currently it seems the duplication is implemented in NodeEditorInputControls.cs, which only create a new empty Node, therefore is not handy when custom nodes contains data. Will it brokes anything to...
**Description:** For the Node Editor to properly work at runtime, we need support for all kinds of popups (GenericMenu, EnumPopup, IntPopup, etc., even Tooltip). This will also fix some bugs...
For supporting Multi-Multi connections (connections between two knobs with MaximumConnectionCount.Multi), we need a new way of editing connections. The current system relies on one knob with only one possible connection...