Releases: AkiKurisu/Ceres
Release list
Version 0.1.6
Version 0.1.5
What's Changed
- Fix flow can not be executed in OnDestroy
- Allow CeresGroupAttribute used in method
- Ignore connection warning in copy paste
- Add DataDrivenExecutableLibrary
- Add ctrl+s short cut to save flow graph
- Fix subgroup not work in building executable functions
- Fix method return type is not resolved in deserialization
- Hide private functions if container type is not assignable to its declare type.
- Add change event dispatching in SerializedObjectResolver
- Optimize debugger pause
- Optimize ExecutableReflection performance in Editor
- Self target method will be more clearer in editor
Full Changelog: v0.1.4...v0.1.5
Version 0.1.4
v0.1.3
What's Changed
- Add ImplementableEventILPP by @AkiKurisu in #12
- Use FunctionPtr for static executable function by @AkiKurisu in #13
- Add PortArrayNodeReflection
- Add FlowGraphInstanceObject
Fix
New Nodes
Full Changelog: v0.1.2...v0.1.3
Version 0.1.2
What's Changed
- Fix dependency path not be executed in loop and sequence
- Fix direct cast exception when SharedObject not set value
- Fix CustomNodeView not work in some cases
- Add source generator options in GenerateFlowAttribute
- Support build delegate entries from port with Action type
- Search window will build function entries for compatible types
- Add ResolveReturnAttribute replacing RESOLVE_RETURN metadata
- Add FlowGraphDependencyTracker
Full Changelog: v0.1.1...v0.1.2
Version 0.1.1
What's Changed
- Add UObjectLink to solve UObject serialization in CeresNodeData by @AkiKurisu in #4
- Support port value implicit coversation by @AkiKurisu in #7
- Add R3 support for CeresGraph
- Support ExecutableFunction with same name but different parameter count
- Variable node will observe blackboard variable name changed
New Utility Nodes
Full Changelog: v0.1.0...v0.1.1
Version 0.1.0
Ceres
Powerful node based visual scripting toolkit for Unity.
Introduction
Include Flow, a visual scripting solution inspired from Unreal's Blueprint.
You can easily call C# function and implement custom event in flow as shown in the figure below.
Design Intentions
When I found that when my game development reached a certain level of complexity, the designer needed a tool to quickly realize the idea. The Unreal Engine's blueprint system was very easy to use, which made me interested in implementing it in Unity.
Before that, I had developed a behavior tree editor for AI design and a dialogue editor based on a tree structure, but this was obviously not enough for the blueprint. I migrated some of the code and refactored it. And used this repository as the cornerstone of my visual scripting solution.
Notice
This package is still in earlier development and may have frequent API changes, do not use it in any production environment.
