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Variable & event names are identified by literal string
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Variable & event names cannot be edited across all instances (must be edited by hand)
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Events cannot return params
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Most inputs of nodes cannot be directly typed in, this means you need to add another node for the literal value
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Must specify trigger event node inputs count
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Wildcard pins type are not updated after connecting a known type
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A error can be reported from a nested call
- Example :
- Something calls
EventA
,EventA
callsEventB
- an error occurs in
EventB
- In the console the error can be reported at
EventA
- Something calls
- Example :
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Adding object variables to prefab is broken
- If you add a object variable to the prefab definition, already placed instances will not be updated (resulting in missing object variables)
- same issue with default value
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Broken node search:
- No contextual search
- If dragging from pin, can hide possible nodes (I recommended always searching from nothing, in some simple cases like with bools, ints, floats or flow control it works)
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Weird parallelism for execution
- I saw a checked value becoming false after a check IN THE SAME execution flow (in one case for now)
- Details:
- OnUpdate:
- Check if
MyVar
is true, if true:- Do stuff
- Do more stuff <⇐ ERROR !
MyVar
was now false (like if it was updated in a parallel process)
- Check if
- OnUpdate:
- Solution: Each time i needed to do something that required
MyVar
to be true, i checked it before
- Details:
- In another case a game object returned from a collision event was becoming null after a single node execution (caching it fixed the issue)
- I saw a checked value becoming false after a check IN THE SAME execution flow (in one case for now)
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Nested graphs cannot have multiple output triggers (But its allowed to create multiple ones ?)
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Returned values from nodes aren’t cached, meaning you need to save it or it will rerun it, or error (dynamic access error)
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No delegates support