thanks for this video, as someone who doesn't have a lot of insight into technical programing stuff I often struggle with small mistakes like these. I was using a bunch of custom events on update because it helped me make my graphs more organized but now i've fixed it
Glad it was helpful! It sounds like you were using Custom Events like how you'd use functions in C# which totally makes sense. In a couple years we'll probably have something like a flow relay node. I use a Sequence node with groups to separate the graphs into different parts.
I've had this problem when trying to lerp with timer where if I pause the game (setting time scale to 0) while a timer is active said timer wont stop and keep going. because of this i've resorted to using mathf move towards instead. is this a good solution? is math move towards more taxing than timer?
Ah, nice catch! I didn't think of that. That sounds like a great solution. I usually use DOTween instead of lerping because then you can use events or a singular flow signal. The end of my video on how to move objects gets into that if you aren't familiar.
Does it affect the overall performance more negatively if I have multiple script machine components on a gameobject (by following the Single-responsibility principle) as opposed to cramp every logic into one script machine?
Great question! Nope.That said, in edit mode outside of the build, I do wonder if a dozen Updates in a dozen graphs would be slower than one (I'll update this if I find out). In that case, I'd still follow SRP with subgraphs within a graph chained together on one Update. That would maintain the SRP benefits of graphs that are easy to understand, fix, change, and reuse.
Hi! Yes, I think the course would be perfect for you. I'm careful about showing performant graphs. Unity is improving the VS performance. After you get through the course you can try some of my C# and VS vids and then you'll be on your way to C# fast if you want. I view visual scripting as a C# learning booster/multiplier. 😄
Are you making them in the graph? The intended workflow is to make them in the inspector and then drag them into the graph. I think we *should* be able to make them in the graph and have it populate, so it's not your fault it doesn't work that way!
Not necessarily. That's why I want to help with suggestions that perform better. I don't think you need to worry right now if you are a beginner. Just the idea of not doing things every frame if it's not necessary, that goes very far. It is also worth mentioning that Visual Scripting will only get faster as it is developed more.
thanks for this video, as someone who doesn't have a lot of insight into technical programing stuff I often struggle with small mistakes like these. I was using a bunch of custom events on update because it helped me make my graphs more organized but now i've fixed it
Glad it was helpful! It sounds like you were using Custom Events like how you'd use functions in C# which totally makes sense. In a couple years we'll probably have something like a flow relay node. I use a Sequence node with groups to separate the graphs into different parts.
Glad to see you back making content! Good stuff and easily some of the best looking tutorials and thumbnails - seriously jealous.
Just finished your Udemy course on Visual Scripting Ai and this video popped up in my subscription feed.
Great timing and great video 👍🏿
wow, this is like a short masterclass. thank you so much. amazing information. I will definitely check out that udemy course.
Great explanations!
New Video! :D
Great content
I've had this problem when trying to lerp with timer where if I pause the game (setting time scale to 0) while a timer is active said timer wont stop and keep going. because of this i've resorted to using mathf move towards instead. is this a good solution? is math move towards more taxing than timer?
Ah, nice catch! I didn't think of that. That sounds like a great solution. I usually use DOTween instead of lerping because then you can use events or a singular flow signal. The end of my video on how to move objects gets into that if you aren't familiar.
Does it affect the overall performance more negatively if I have multiple script machine components on a gameobject (by following the Single-responsibility principle) as opposed to cramp every logic into one script machine?
Great question! Nope.That said, in edit mode outside of the build, I do wonder if a dozen Updates in a dozen graphs would be slower than one (I'll update this if I find out). In that case, I'd still follow SRP with subgraphs within a graph chained together on one Update. That would maintain the SRP benefits of graphs that are easy to understand, fix, change, and reuse.
Hi Do you recommend for me your course as a beginner i want to make mobile games but i heard visual scrpting is too slow :(
Hi! Yes, I think the course would be perfect for you. I'm careful about showing performant graphs. Unity is improving the VS performance. After you get through the course you can try some of my C# and VS vids and then you'll be on your way to C# fast if you want. I view visual scripting as a C# learning booster/multiplier. 😄
Why my Inspector isnt showing variables that in the graf of the object?? 🤬🤬🤬
Are you making them in the graph? The intended workflow is to make them in the inspector and then drag them into the graph. I think we *should* be able to make them in the graph and have it populate, so it's not your fault it doesn't work that way!
Visual Scripting make game slow???? if i make full game with just Visual Scripting my game will be realy slow???
Not necessarily. That's why I want to help with suggestions that perform better. I don't think you need to worry right now if you are a beginner. Just the idea of not doing things every frame if it's not necessary, that goes very far. It is also worth mentioning that Visual Scripting will only get faster as it is developed more.
@@HomeMech ty ty i will try to learn vs :)