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3. Notes 🕵
guntrumm edited this page Mar 4, 2023
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1 revision
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Graph assets are simple
ScriptableObject
s and everything will be fully serialized. In our pipeline we will still convert these representations to the specific use case but in theory you could use a graph asset directly on runtime. -
The Graph Editor is intended for editor usage ONLY. We are operating with Unity's serialization system under the hood. So while you can use graph assets in a runtime scenario, you can't use the graph window for runtime processes.
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We make heavy use of Unity's ability to serialize managed references. With this we don't need child/sub scriptable objects and can serialize everything (that implements INode) into one object.
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You can customize the graph behavior by changing the GraphSettings.