Unity-Http-Debugger
NodeGraphProcessor
Unity-Http-Debugger | NodeGraphProcessor | |
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2 | 7 | |
63 | 2,094 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | about 1 year ago | |
C# | C# | |
MIT License | MIT License |
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Unity-Http-Debugger
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🛠Going back to development on a request logging and debugging tool! 💌
🔗Repo Would love to hear some thoughts!
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I created a Postman-like tool for Unity!
🔗Repo UI is mostly a copy of Insomnia but I created this tool mainly to log all of the requests in my app. There is a "Stash" tab where you can save and test REST API calls. And there is a "Playmode" tab where you can see all of the logged requests. This tool already has most of the basic functionality implemented but is not finished. I would like to hear if anybody would find this useful and if so how would they use it in their projects? Is it worth finalizing and polishing up?
NodeGraphProcessor
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Ai coding is hard...Did I do it right? Creating combo attacks using Unity's scriptable objects
Yup! This is what I've used before for behavior trees /u/realfishwind. Though, from what I know GraphView has been abandoned in favor of a new system being built into the engine that is releasing soon. So for the past couple of years I've used a project based on GraphView called NodeGraphProcessor that currently seems abandoned. NodeGraphProcessor was maintained by one of the Unity dev iirc, so they could be working on Graph Tools Foundation, which is essentially the updated version of GraphView that is currently in preview (to my understanding). I personally have not used it, so I do not know how good it is compared to the old GraphView or NodeGraphProcessor.
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Just updated my procedural texture builder for Unity! Implemented new fractal noise nodes. What do you think?
It’s made from scratch for fun, using EditorGUI and Handles libraries provided by unity. If I had to do it again I would use this library : https://github.com/alelievr/NodeGraphProcessor
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I made my shadergraph looks better and worse at the same time! (inspired by other twitter post)
There's an plugin build on top of the graph package https://github.com/alelievr/NodeGraphProcessor I think it's a great start point of makiing custom node based tool.
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Level Linker : a nodal editor for level design. Just released on the Unity Asset Store!
If you wanted a separate node editor system, have you looked into extending an already existing UI setup, such as NodeGraphProcessor?
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Anyone interested in a Graph Node tool?
For the underlying framework are you using https://github.com/alelievr/NodeGraphProcessor or https://github.com/Siccity/xNode ? (and if not - how why did you choose to roll your own? )
- I want to try my hand at making a simple Visual Scripting asset for the Unity Editor. What exactly is a "node"? I would like my node object to stretch so it can't be a sprite.
- Working on a terrain graph editor. Figuring out graph tools foundation was a mess, as it is poorly set up & abandonware, though still better than building everything from scratch.
What are some alternatives?
AutoLOD - Automatic LOD generation + scene optimization
xNode - Unity Node Editor: Lets you view and edit node graphs inside Unity
insomnia - The open-source, cross-platform API client for GraphQL, REST, WebSockets, SSE and gRPC. With Cloud, Local and Git storage.
NodeBasedDialogueSystem - Node Based Dialogue System for Unity
MyBox - MyBox is a set of attributes, tools and extensions for Unity
UnityGeometryGraph - Node-based tool for procedurally generating geometry in Unity inspired by Blender Geometry Nodes
unity-editor-custom-vectors - Custom Vector editor fields and property attributes for the Unity Editor
unity-renderer - Unity implementation of Decentraland Client
UIWidgets - UIWidget is a Unity Package which helps developers to create, debug and deploy efficient, cross-platform Apps.
EditorXR - Author XR in XR
unity-search-material-by-shader - Basic Unity editor window that allows you to find materials by shader.