{"repo":"cemuka/UnityRuntimeNodeEditor","free":true,"listed":false,"github":"https://github.com/cemuka/UnityRuntimeNodeEditor","clone":"git clone https://github.com/cemuka/UnityRuntimeNodeEditor.git","description":"Unity runtime node editor using with Unity UI.","language":"C#","stars":494,"topics":["unity","node","editor","node-editor","unity3d","graph","runtime","unity3d-plugin","framework"],"license":"MIT","category":"game-templates","readme_excerpt":"Runtime Node Editor Almost every node editor made in unity is using unity editor to make it. My goal was make it in runtime with unity ui. - Socket based connection - Load and save a graph using node serializer - Context Menu for graph, nodes and connections - Event based notification - Pan and zoom - Multiple editors can be spawned in a scene - Create graph by api or custom prefab - Legacy and new Input System Unity version 2021.3.3f1 RGB color display example Example Simply extend the NodeEditor . Create graph using the api, graph will stretch to holder object. (no prefab involves) You may want to use your own custom graph and prefab as well. Graph actions are event based. You'll find a complete example in the Example folder. Let's walkthrough over. Listen events from editor - graph context menu - node context menu - connection context menu That's been said, to create a new node: To create a node from your editor, pass its path from Resources folder. Check out the complete expample in ExampleScene for more details. This project is actively in development. Feel free to drop an issue for any suggestion or feedback. Wanna support me? Please, consider checkin out my new project knightborn. LICENSE MIT Copyright (c) 2022 Cem Ugur Karacam","default_branch":null,"files":null,"tree":[],"storefront":"/r/cemuka","claimed":false,"request_supported":{"post":"https://gitbuyer.com/r/cemuka/UnityRuntimeNodeEditor/request-supported","requests":0},"note":"indexed from public GitHub; nothing is for sale on this page. Clone it from GitHub. Paid listings live at /search."}