Closed DragonMapMaker closed 3 months ago
Just want to add, I'm getting similar issues. But it also happens when I open a state graph for the first time. I also have logs for "Unity.VisualScripting.ControlConnection" and "Unity.VisualScripting.ValueConnection"
Using 2023.3.0a16 though.
Multiple 'Unity.VisualScripting.IWidget' for 'Unity.VisualScripting.ValueConnection'. Ignoring 'Unity.VisualScripting.ValueConnectionWidget'. UnityEngine.Debug:LogWarning (object) (at ?) Unity.VisualScripting.SingleDecoratorProvider
3<Unity.VisualScripting.IGraphItem, Unity.VisualScripting.IWidget, Unity.VisualScripting.WidgetAttribute>:MapAttributeTypes () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Decorators/SingleDecoratorProvider.cs:63)
Unity.VisualScripting.SingleDecoratorProvider3<Unity.VisualScripting.IGraphItem, Unity.VisualScripting.IWidget, Unity.VisualScripting.WidgetAttribute>:.ctor () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Decorators/SingleDecoratorProvider.cs:23) Unity.VisualScripting.WidgetProvider:.ctor (Unity.VisualScripting.ICanvas) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Widgets/WidgetProvider.cs:9) Unity.VisualScripting.VisualScriptingCanvas
13<Unity.VisualScripting.IGraph, Unity.VisualScripting.ICanvas, Unity.VisualScripting.CanvasAttribute>:CreateDecorator (System.Type,Unity.VisualScripting.IGraph) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Decorators/SingleDecoratorProvider.cs:32) Unity.VisualScripting.SingleDecoratorProvider
3<Unity.VisualScripting.IGraph, Unity.VisualScripting.ICanvas, Unity.VisualScripting.CanvasAttribute>:CreateDecorator (Unity.VisualScripting.IGraph) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Decorators/SingleDecoratorProvider.cs:42)
Unity.VisualScripting.SingleDecoratorProvider3<Unity.VisualScripting.IGraph, Unity.VisualScripting.ICanvas, Unity.VisualScripting.CanvasAttribute>:GetDecorator (Unity.VisualScripting.IGraph) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Decorators/SingleDecoratorProvider.cs:251) Unity.VisualScripting.XCanvasProvider:Canvas (Unity.VisualScripting.IGraph) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Canvases/CanvasProvider.cs:24) Unity.VisualScripting.GraphContext
2<Unity.VisualScripting.StateGraph, Unity.VisualScripting.StateCanvas>:get_canvas () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Context/GraphContext.cs:30)
Unity.VisualScripting.GraphContext2<Unity.VisualScripting.StateGraph, Unity.VisualScripting.StateCanvas>:Unity.VisualScripting.IGraphContext.get_canvas () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Context/GraphContext.cs:32) Unity.VisualScripting.GraphWindow:SetReference (Unity.VisualScripting.GraphReference,bool) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Windows/GraphWindow.cs:107) Unity.VisualScripting.GraphWindow:set_reference (Unity.VisualScripting.GraphReference) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Windows/GraphWindow.cs:74) Unity.VisualScripting.GraphWindow:MatchSelection (bool) (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Windows/GraphWindow.cs:182) Unity.VisualScripting.GraphWindow:_OnSelectionChange () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Windows/GraphWindow.cs:271) Unity.VisualScripting.EditorApplicationUtility:OnSelectionChange () (at ./Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Utilities/EditorApplicationUtility.cs:135) UnityEditor.Selection:Internal_CallSelectionChanged () (at ?)
Yea i found the problem with this when it should be fixed in the next update
Yea i found the problem with this when it should be fixed in the next update
Mind sharing the fix? These warnings are annoying :)
Yea i found the problem with this when it should be fixed in the next update
Mind sharing the fix? These warnings are annoying :)
Replace the FlowEditor
script with this:
// using UnityEngine;
// using Unity.VisualScripting;
// using System;
// using System.Collections.Generic;
// using Unity.VisualScripting.Community;
//TODO Fix warning popup
// public sealed class CommunityControlConnectionWidget : UnitConnectionWidget<ControlConnection>
// {
// private bool canTrigger = true;
// private Color _color = Color.white;
// public CommunityControlConnectionWidget(FlowCanvas canvas, ControlConnection connection) : base(canvas, connection)
// {
// }
// public override void HandleInput()
// {
// base.HandleInput();
// var outputFlowReroute = (connection.source.unit as FlowReroute);
// var inputFlowReroute = (connection.destination.unit as FlowReroute);
// if (selection.Contains(connection.destination.unit) && outputFlowReroute != null)
// {
// if (selection.Contains(outputFlowReroute))
// {
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyDown && canTrigger)
// {
// canTrigger = false;
// outputFlowReroute.OutputVisible = !outputFlowReroute.OutputVisible;
// }
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyUp)
// {
// canTrigger = true;
// }
// }
// }
// if (selection.Contains(connection.source.unit) && inputFlowReroute != null)
// {
// if (selection.Contains(inputFlowReroute))
// {
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyDown && canTrigger)
// {
// canTrigger = false;
// inputFlowReroute.InputVisible = !inputFlowReroute.InputVisible;
// }
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyUp)
// {
// canTrigger = true;
// }
// }
// }
// }
// protected override void DrawConnection()
// {
// var outputFlowReroute = (connection.source.unit as FlowReroute);
// var inputFlowReroute = (connection.destination.unit as FlowReroute);
// if (outputFlowReroute != null && !outputFlowReroute.OutputVisible)
// {
// _color = outputFlowReroute.OutputColor;
// if (clippingPosition.Contains(mousePosition) && outputFlowReroute.showFlowOnHover)
// {
// base.DrawConnection();
// }
// return;
// }
// else if (inputFlowReroute != null && !inputFlowReroute.InputVisible)
// {
// _color = inputFlowReroute.InputColor;
// if (clippingPosition.Contains(mousePosition) && inputFlowReroute.showFlowOnHover)
// {
// base.DrawConnection();
// }
// return;
// }
// if (outputFlowReroute != null && outputFlowReroute.OutputVisible)
// {
// _color = outputFlowReroute.OutputColor;
// }
// else if (inputFlowReroute != null && inputFlowReroute.InputVisible)
// {
// _color = inputFlowReroute.InputColor;
// }
// // Draw the connection as usual
// base.DrawConnection();
// }
// public override Color color => Color.red;
// #region Droplets
// protected override Vector2 GetDropletSize()
// {
// return BoltFlow.Icons.valuePortConnected?[12].Size() ?? 13 * Vector2.one;
// }
// protected override void DrawDroplet(Rect position)
// {
// if (BoltFlow.Icons.valuePortConnected != null)
// {
// GUI.DrawTexture(position, BoltFlow.Icons.valuePortConnected[12]);
// }
// }
// #endregion
// }
And replace the ValueFlowEditor
with this :
// using UnityEngine;
// using Unity.VisualScripting;
// using System;
// using System.Collections.Generic;
// using Unity.VisualScripting.Community;
// [Widget(typeof(ValueConnection))]
// public sealed class ValueConnectionWidget : UnitConnectionWidget<ValueConnection>
// {
// private bool canTrigger = true;
// private Color _color = Color.white;
// public ValueConnectionWidget(FlowCanvas canvas, ValueConnection connection) : base(canvas, connection)
// {
// }
// public override void HandleInput()
// {
// base.HandleInput();
// var outputFlowReroute = (connection.source.unit as ValueReroute);
// var inputFlowReroute = (connection.destination.unit as ValueReroute);
// if (selection.Contains(connection.destination.unit) && outputFlowReroute != null)
// {
// if (selection.Contains(outputFlowReroute))
// {
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyDown && canTrigger)
// {
// canTrigger = false;
// outputFlowReroute.outputVisible = !outputFlowReroute.outputVisible;
// }
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyUp)
// {
// canTrigger = true;
// }
// }
// }
// if (selection.Contains(connection.source.unit) && inputFlowReroute != null)
// {
// if (selection.Contains(inputFlowReroute))
// {
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyDown && canTrigger)
// {
// canTrigger = false;
// inputFlowReroute.inputVisible = !inputFlowReroute.inputVisible;
// }
// if (e.keyCode == KeyCode.Backspace && e.rawType == EventType.KeyUp)
// {
// canTrigger = true;
// }
// }
// }
// }
// protected override void DrawConnection()
// {
// var outputFlowReroute = (connection.source.unit as ValueReroute);
// var inputFlowReroute = (connection.destination.unit as ValueReroute);
// if (outputFlowReroute != null && !outputFlowReroute.outputVisible)
// {
// if (clippingPosition.Contains(mousePosition) && outputFlowReroute.showFlowOnHover)
// {
// base.DrawConnection();
// }
// return;
// }
// else if (inputFlowReroute != null && !inputFlowReroute.inputVisible)
// {
// if (clippingPosition.Contains(mousePosition) && inputFlowReroute.showFlowOnHover)
// {
// base.DrawConnection();
// }
// return;
// }
// base.DrawConnection();
// }
// protected override bool colorIfActive => !BoltFlow.Configuration.animateControlConnections || !BoltFlow.Configuration.animateValueConnections;
// #region Droplets
// public override IEnumerable<IWidget> subWidgets => base.subWidgets;
// protected override bool showDroplets => BoltFlow.Configuration.animateControlConnections;
// public override Color color => Unity.VisualScripting.ValueConnectionWidget.DetermineColor(connection.source.type, connection.destination.type);
// protected override Vector2 GetDropletSize()
// {
// return BoltFlow.Icons.valuePortConnected?[12].Size() ?? 13 * Vector2.one;
// }
// protected override void DrawDroplet(Rect position)
// {
// if (BoltFlow.Icons.valuePortConnected != null)
// {
// GUI.DrawTexture(position, BoltFlow.Icons.valuePortConnected[12]);
// }
// }
// #endregion
// }
I am getting a warning whenever I enter a flow graph (script machine) for the first time. Using both Unity 2022.3.13f1 LTS and 2022.3.7f1 LTS (Visual scripting v1.9.1) with the latest version of Bolt.Addons.Community v3.1.2 (no warning in v3.1.1).