Seneral / Node_Editor_Framework

A flexible and modular Node Editor Framework for creating node based displays and editors in Unity
https://nodeeditor.seneral.dev
MIT License
2k stars 415 forks source link

seems undo pro doesnt work with unity 2022.2.8 not sure what version it stopped working at #203

Open dizzy2003 opened 1 year ago

dizzy2003 commented 1 year ago

which is an issue for undoPro except you depend on it, and have not wrapped it in #if

Darth-Carrotpie commented 10 months ago

I second that. Hard UndoPro dependency makes this unusable. UndoPro is long unmaintained, seems it will not get updated. Importing it floods editor Update() and breaks even the package manager 💀 Please remove the dependency! Edit: Version I tested: Unity 2022.3.5f1 LTS

Seneral commented 10 months ago

The reason is frankly because I haven't used Unity for anything substantial in checks 4 years and didn't even have an install the past 3 years. I honestly forgot about the undo situation, and I'm sorry about that. On that note, if anybody wishes to maintain this project, I'd be very grateful. UndoPro is also one of my projects that I made for this framework more or less. The issue in this case is actually a pretty simple fix (see this issue.

Seneral commented 10 months ago

Btw, is UPM actively used these days? Remember back then it was still not really used. Either way, to make maintenance easier I'd probably stop supporting installs by tags so I don't have to repackage the unitypackages anymore, only keep the release-pkg branch updated

Darth-Carrotpie commented 10 months ago

Btw, is UPM actively used these days? Remember back then it was still not really used.

UPM is the primary and preferred way do deliver a package into Unity these days, so yeah, it's been very active.

On that note, if anybody wishes to maintain this project, I'd be very grateful.

Not sure what your framework is based on... Because Unity has an integrated graph framework nowadays which is the underlying backend for ShaderGraph toolset, not sure if someone would come up as there might be not much need for an alternative. Is your framework also based on GraphView and other components, or is it a standalone approach?

Seneral commented 10 months ago

Not sure what your framework is based on... Because Unity has an integrated graph framework nowadays which is the underlying backend for ShaderGraph toolset, not sure if someone would come up as there might be not much need for an alternative. Is your framework also based on GraphView and other components, or is it a standalone approach?

I think I heard of that. This framework is based on nothing but base IMGUI, because in 2015 there was none of that GraphView. This was to my knowledge the first full node editor implementation (or at least non-proprietary) for unity. While I do not know the capabilities of GraphView, I assume it's at least decent, so I guess the only reason this framework might still be in use today is tools that were built on this and haven't switched, which tbh I do not have an overview of. The only tool I know of that uses(or used) it is MegaSplats, which might still rely on it. Oh and I guess if anybody used it for runtime use, afaik it's still the only option for that, though I'm really not sure if anybody is actively using that.

Either way, there haven't been many complaints, so I'm not sure how many people are actively using it. I just don't have the overview anymore, and devs are not reaching out, so I assume the few that might be using it are maintaining it themselves. So maybe instead of searching for a maintainer, I should just label it as deprecated? Idk. Input appreciated.