Comments (4)
It's probably because of the saving system. I really have to write something up for the documentation on this topic.
It most probably happens because your references get lost when the save system clones and replaces the nodes. There is an interface consisiting of two methods in Node.cs that would be able to fix this, but first off, you may be able to avoid that all together!
So in the childNodes list, you store every connected node. Why not just access the connected inputs from the output directly? You could also make this a property accessing the output connections instead for simplicity...
For example:
Outputs[0].connections
So you don't need to take care of updating this list.
Also, pro tip: If you want the tree to be top->bottom, you can change the orientation of each knob in the Node constructor by a simple overloaded knob constructor;)
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I've overcome the problem using similar solution You provided :P I simply get all nodes directly from Outputs[0].connections
Still in my opinion it's a bit counter intuitive to write that method, since in framework You can calculate the values every time you do something in the tree.
Thanks for the pro tip :D I was going to do that in first iteration, yet it took me some time to fix my issue, so I will probably make the change next iteration.
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So, has this been resolved for you?
Sorry for not checking in for so long...
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As I said, I access all connections of each node and then store references gathered from there. It's a simple fix and it works fine.
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Related Issues (20)
- The connections will miss when I add a new node. HOT 2
- GUIScaleUtility.cs Init Method NullReferenceException in Unity 2019.1.2f1 HOT 10
- Insane Bug from using RTEditorGUI.EnumPopup() HOT 3
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- Added one node. Then it stoped working. (Remove the node, re-install, sitll not working) Unity 2020.2 LTS
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- I deleted the ScriptableObjects in Assets/DefaultEditorResources/Node_Editor_Framework HOT 3
- Making children of node drag along with parent HOT 5
- Functional Nodes that are not tied to the Node Editor Window HOT 6
- Loading canvas based on Selection.activeTransform? HOT 4
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