Siccity / xNode

Unity Node Editor: Lets you view and edit node graphs inside Unity
MIT License
3.21k stars 569 forks source link
editor framework graph node unity

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For full Odin support, consider using KAJed82's fork

xNode

Thinking of developing a node-based plugin? Then this is for you. You can download it as an archive and unpack to a new unity project, or connect it as git submodule.

xNode is super userfriendly, intuitive and will help you reap the benefits of node graphs in no time. With a minimal footprint, it is ideal as a base for custom state machines, dialogue systems, decision makers etc.

Key features

Wiki

Installation

Instructions ### Installing with Unity Package Manager ***Via Git URL*** *(Requires Unity version 2018.3.0b7 or above)* To install this project as a [Git dependency](https://docs.unity3d.com/Manual/upm-git.html) using the Unity Package Manager, add the following line to your project's `manifest.json`: ``` "com.github.siccity.xnode": "https://github.com/siccity/xNode.git" ``` You will need to have Git installed and available in your system's PATH. If you are using [Assembly Definitions](https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html) in your project, you will need to add `XNode` and/or `XNodeEditor` as Assembly Definition References. ***Via OpenUPM*** The package is available on the [openupm registry](https://openupm.com). It's recommended to install it via [openupm-cli](https://github.com/openupm/openupm-cli). ``` openupm add com.github.siccity.xnode ``` ### Installing with git ***Via Git Submodule*** To add xNode as a [submodule](https://git-scm.com/book/en/v2/Git-Tools-Submodules) in your existing git project, run the following git command from your project root: ``` git submodule add git@github.com:Siccity/xNode.git Assets/Submodules/xNode ``` ### Installing 'the old way' If no source control or package manager is available to you, you can simply copy/paste the source files into your assets folder.

Node example:

// public classes deriving from Node are registered as nodes for use within a graph
public class MathNode : Node {
    // Adding [Input] or [Output] is all you need to do to register a field as a valid port on your node 
    [Input] public float a;
    [Input] public float b;
    // The value of an output node field is not used for anything, but could be used for caching output results
    [Output] public float result;
    [Output] public float sum;

    // The value of 'mathType' will be displayed on the node in an editable format, similar to the inspector
    public MathType mathType = MathType.Add;
    public enum MathType { Add, Subtract, Multiply, Divide}

    // GetValue should be overridden to return a value for any specified output port
    public override object GetValue(NodePort port) {

        // Get new a and b values from input connections. Fallback to field values if input is not connected
        float a = GetInputValue<float>("a", this.a);
        float b = GetInputValue<float>("b", this.b);

        // After you've gotten your input values, you can perform your calculations and return a value
        if (port.fieldName == "result")
            switch(mathType) {
                case MathType.Add: default: return a + b;
                case MathType.Subtract: return a - b;
                case MathType.Multiply: return a * b;
                case MathType.Divide: return a / b;
            }
        else if (port.fieldName == "sum") return a + b;
        else return 0f;
    }
}

Plugins

Plugins are repositories that add functionality to xNode

Community

Join the Discord server to leave feedback or get support. Feel free to also leave suggestions/requests in the issues page.