Community plugins (Custom Udon Graph nodes)
interested
B
Beanow
This community is very creative and no matter how many resources you put towards building cool tools, you will always lag behind the community's ideas.
As such I think having some type of experimental area where world builders can extend the Node Graph without being blacklisted during upload seems like a great way to me to propose new features.
Simple text and screenshots in the canny don't seem adequate for me here because you can't test your code, nor can you really illustrate properly what the benefits are.
For example, what if you wish to build a PA / microphone system leveraging runtime modifications of the spatial audio parameters?
This requires that you test with other players to get it right. And the best way to present the results would be through a demo.
Now imagine someone could build a custom node for the Node Graph along the lines of:
Set Audio Parameters
- Audio source
- Min range
- Max range
...
And you're able to reference player voices as the audio source here, perhaps through a trigger of sorts.
Log In
Fax
After Udon 2 has been launched publicly, we'd planning to work on a feature to allow the creation of custom Graph nodes!
DrBlackRat
FaxIs that still the case with Soba? Currently it looks like graph is just going to be phased out :/
Fax
DrBlackRat This feature was not planned as an initial launch feature of Udon 2 / Soba! It's something we're planning to work on after the initial release.
Graph users, rejoice!🎉
Momo the Monster
interested
We will have an official route to make nodes from custom compilers like Udon#
Momo the Monster
Merged in a post:
Scripting to avoid clutter
B
Beanow
My first response to seeing the node graph image on your medium post was a fear of massive frustration.
Being a programmer I saw 5 nodes just to make the predicate for a single IF statement.
Knowing what my real-world code tends to look like my screen would never be big enough to hold any script of interest. Plus adding all these tiny steps like Bool Negate looks pretty tedious.
I would highly recommend being able to write custom functions as a node!
For example, your graph of:
Vector3 props
Float power
Convert float to int
Int equals
Bool negate
Could be converted to:
function Boolean xDoesntSquareTo(Vector3 pos, Int y){
return round(pow(pos.x, 2)) != y
}
This will go from 5 nodes to 1 in the graph. Saving screen space and improving readability of your graph.
F
Frederik Juel
I don't think this will (or should) ever happen. I want scriptign as much as anyone, but there are just too many security and exploitation concerns. Node based programming is less efficient and more constrained, but good enough for VRChat.
WACOMalt
Custom nodes of our own C# needs to be a thing or this is not a serious scripting solution. I use Blueprints extensively in Unreal engine, and the ability to write your own nodes is paramount to the usability of that system. At the very least we need to be able to take chunks of code and "Group" them into functions with input and output chains.
b
bob ashell
I think the bottom line of any thing other than Pure C# is that it wont be as efficient or smooth as using C#. It was the same way in playmaker. I converted a script with 1 real line of code into 4 actions and like 3 variables.
Still I share your frustration that other solutions have already worked a lot of bugs out. Where with something brand new, There will probably be 3 patches in the first month. And it will take a year to probably even get it in the first place.
Cerzix
This would be nice as sort of a choice thing, i myself cant get much out of the shortened term. But i do understand what the individual steps do