Visual Scripting Notes — May 2022
As we crack on with with some of our projects, we have been looking at our Visual Scripting tech and Unity.
As I may have mentioned before, we were using PlayMaker to power the logic in Space Haters.
The way we approach visual scripting as a whole is we build big systems underneath and expose them to visual scripting to actually build out the content of a game.
With this in mind, I tried FlowCanvas in “Getting There” (after a chunk had already been built in PlayMaker). After a month or two of noodling with FlowCanvas in our games, I had to go back to PlayMaker.
FlowCanvas is great, but it has some little niggles that made it just that tiny bit more less efficent to use. The great thing is that it looks like Unreal Blueprints, but there were bits and pieces I was not happy with.
I did also look into Unity Visual Scripting as that is now built in. The main problem with it is, in order to create a custom node (or Unit as they call it) is a big chunk of code compared to FlowCanvas or PlayMaker.
I may get a chance to wrap the Unity stuff at some point so it is not such an effort to make a custom node, but it looks like we will stick to PlayMaker for a bit at least.