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I'm experimenting with using the runtime graph and processing components to allow players to create new graphs via a simplified UI.
my first thoughts were to see how to grab a graph asset at runtime which i had previously made in the editor, and save everything necessary into a local file in order to re-construct it by hand. given the recent [SerializeReference] changes, i'm not sure what the best path forward for me to play around here is. (previous attempts were based on now-obsolete fields)
is there a standard technique to turn json generated from [SerializeReference] fields directly back into C# objects or should i plan on parsing the json manually? will this approach have any upcoming blockers which i'm not seeing yet?
i also notice that the project list contains the entry API to create graph from C# and at runtime. this sounds like it lines up with my use case, but i'm curious how this is different than using code like this?
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I'm experimenting with using the runtime graph and processing components to allow players to create new graphs via a simplified UI.
my first thoughts were to see how to grab a graph asset at runtime which i had previously made in the editor, and save everything necessary into a local file in order to re-construct it by hand. given the recent
[SerializeReference]
changes, i'm not sure what the best path forward for me to play around here is. (previous attempts were based on now-obsolete fields)is there a standard technique to turn json generated from
[SerializeReference]
fields directly back into C# objects or should i plan on parsing the json manually? will this approach have any upcoming blockers which i'm not seeing yet?i also notice that the project list contains the entry
API to create graph from C# and at runtime
. this sounds like it lines up with my use case, but i'm curious how this is different than using code like this?Beta Was this translation helpful? Give feedback.
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