Playing around with Unity& #39;s new visual scripting tool Bolt today and it seems like a good base so far.
Like Timeline it& #39;s a pretty raw tool without the obvious niceties you might expect and you need to add that stuff to keep it from being cumbersome to use in practice.
Like Timeline it& #39;s a pretty raw tool without the obvious niceties you might expect and you need to add that stuff to keep it from being cumbersome to use in practice.
I& #39;ll give some examples. Adding time between events is an obvious benefit of authoring logic visually. There& #39;s one built-in Timer node which is good, but it exposes lots of stuff you might not need and isn& #39;t collapsible so a little logic gets dense fast.
Similarly there& #39;s not a shortcut for accessing a random element from a collection so out of the box you get to make this everywhere you need that functionality:
btw if I& #39;m wrong about this and this functionality is hidden somewhere I& #39;m happy to be corrected. Also want to say, not trying to dunk here- this tool seems good even if I have to add a bunch of helper functions.
Also if anyone at Unity reads this, some thoughts:
- have a dropdown menu in the flowGraph editor to open other flowGraphs w/ a foldout based on folder paths
- double clicking flowGraphs needs to open that asset in the flowGraph editor
- have a dropdown menu in the flowGraph editor to open other flowGraphs w/ a foldout based on folder paths
- double clicking flowGraphs needs to open that asset in the flowGraph editor
- label, hide label (I can see the use of summary though I& #39;d get rid of that too) fields should not exist and the editor should rehookup logic for me if I change a key& #39;s name. less things the user knows about the better
- would be helpful to toggle between complex and simple mode like substance designer to skim a graph without getting caught up in details. Here& #39;s a little mockup of that: