Release Notes:
New Nodes
Else If
Else if is used to check multiple conditions in sequence and execute code based on the first condition that is true. If none are true, it goes to a default option (the else)
As
As is the same as the convert unit, this node used for the C# Generator.
Expanded Node Support
The C# generators now support the following nodes:
- InvokeMembers
- SetMembers
- GetMembers
- If
- SelectOnFlow
- NullCheck
- AsUnit
- ConvertUnit
- DelegateUnits
- For
- ForEach
- Expose
Attribute Support with Parameters
You can now use attributes with parameters.
Customizable Generated Code Colors
Change the colors of your generated code to match your preferences and improve readability.
New Node Finder Window
Thanks to the contribution from omega-ult, we now have a Node Finder Window. This tool allows you to search for units within:
- ScriptGraphAssets
- StateGraphAssets
- ScriptMachines
- StateMachines
Currently, the search functionality is limited to units and does not include Groups, StickyNotes, Comments, or States.
Improved Pool Initialization
The Initialize Pool unit has been updated to allow initializing a pool with a custom GameObject, instead of automatically creating one.
Bug Fixes
- Fixed Disabled Connection Values Bug: Resolved the issue where connection values were not displaying.
- Warning Fix: Addressed warnings when entering a script machine.
- Fuzzy Finder Hanging Fix: Fixed an issue causing the Fuzzy Finder to hang when opened.
- To Macro and To Embed Error Fixed a issue where the To Macro and To Embed buttons would sometimes give a error when converting.