• Hi Guest!

    We are extremely excited to announce the release of our first Beta1.1 and the first release of our Public AddonKit!
    To participate in the Beta, a subscription to the Entertainer or Creator Tier is required. For access to the Public AddonKit you must be a Creator tier member. Once subscribed, download instructions can be found here.

    Click here for information and guides regarding the VaM2 beta. Join our Discord server for more announcements and community discussion about VaM2.
  • Hi Guest!

    VaM2 Resource Categories have now been added to the Hub! For information on posting VaM2 resources and details about VaM2 related changes to our Community Forums, please see our official announcement here.
Blooprints

Plugins + Scripts Blooprints

Download [1.24 MB]
You are an absolute MADMAN. This is incredible work. Thank you for sharing! I look forward to seeing what the community creates with this - but well done on what must have been a HUGE effort.
 
You are an absolute MADMAN. This is incredible work. Thank you for sharing! I look forward to seeing what the community creates with this - but well done on what must have been a HUGE effort.
Thanks man, appreciate that! Yeah, I've been working on this one quite a bit 😅
 
Wow, this seems like it could be very useful. Needs examples though. The example links in the description don't lead anywhere. Maybe they are private or something?
 
Woah, this is an insame piece of code you gave us there sir !
first bug report (yes I"m that guy :) )

the plugin doesn't like being in an atom contained in a subscene, UI breaks (awsome UI btw, you did an awsome job)
 
@cyberdelique Thanks for reporting! I can't reproduce the issue though, the UI seems to work fine for me in subscenes. Can you share more details about your subscene and what you mean by the "UI breaks"?
 
@cyberdelique Thanks for reporting! I can't reproduce the issue though, the UI seems to work fine for me in subscenes. Can you share more details about your subscene and what you mean by the "UI breaks"?
here is the error log

!> System.NullReferenceException: Object reference not set to an instance of an object
at everlaster.UX.AlternatePluginsList.PluginHandler.CreateMods () [0x00000] in <filename unknown>:0
at everlaster.LogBuilder.LogException()
at everlaster.LogBuilder.Exception(System.Exception e)
at everlaster.UX.AlternatePluginsList.PluginHandler.CreateMods()
at everlaster.UX.AlternatePluginsList.PluginHandler.ModifyUI()
at everlaster.UX.AlternatePluginsList.PluginHandler.Init()
at everlaster.UX.AlternatePluginsList.PluginHandler..ctor(everlaster.UX.AlternatePluginsList.AlternatePluginsList module, everlaster.UX.AlternatePluginsList.PluginManagerHandler managerHandler, UnityEngine.Transform pluginPanel, everlaster.LogBuilder logBuilder)
at everlaster.UX.AlternatePluginsList.PluginManagerHandler.AddNewPluginHandler(UnityEngine.Transform pluginPanel, Boolean updateRecent)
at everlaster.UX.AlternatePluginsList.PluginManagerHandler+<AddNewPluginHandlerWithWait>c__Iterator3.MoveNext()
at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)
at UnityEngine.MonoBehaviour.StartCoroutineManaged2(IEnumerator )
at UnityEngine.MonoBehaviour.StartCoroutine(IEnumerator routine)
at everlaster.UX.AlternatePluginsList.PluginManagerHandler+<OnAddPlugin>c__AnonStorey6.<>m__0()
at JSONStorableUrl.SetFilePathBrowseCallback(System.String path, Boolean didClose)
at uFileBrowser.FileBrowser.SelectButtonClicked()
at uFileBrowser.FileBrowser.SelectFile(uFileBrowser.FileButton fb)
at uFileBrowser.FileBrowser.OnFileClick(uFileBrowser.FileButton fb)
at uFileBrowser.FileButton.OnClick()
at UnityEngine.Events.InvokableCall.Invoke()
at UnityEngine.Events.UnityEvent.Invoke()
at UnityEngine.UI.Button.Press()
at UnityEngine.UI.Button.OnPointerClick(UnityEngine.EventSystems.PointerEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute(IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData)
at UnityEngine.EventSystems.ExecuteEvents.Execute(UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor)
at LookInputModule.ProcessMousePressAlt(UnityEngine.EventSystems.MouseButtonEventData data)
at LookInputModule.ProcessMouseAlt(Boolean useCenterOfCamera)
at SuperController.ProcessUI()
at SuperController.Update()

OK it's everlaster UXplus that throws the error if another plugin is allready on slot 0 in the empty (tried to load blooprint as plugin#1)
tried in a empty one and it works OK
RESOLVED
 
Suggestion, when you pull off a link to an empty space in the grid, it would make sense if it opened the context menu with options which have a matching input. And if you select one of those options in the context menu it would then assign the link to the first matching input pin on the node.
 
Yes, great suggestion, just like in UE5 or Blender nodes. Thanks! I had something like this planned, but it's one of those QoL features that didn't make it into the first version 😅
 
Yes, for now no commercial use of any of my resources. I'm open to make exceptions though, and might change the license at some point anyway.
 
Well this is going to eat up my life.

Really looking forward to your example scenes, mate! And a commercial license down the road. o_O

Cheers, mate! This is insane!
 
@donkeykong69 @Thavus @Arachnut One of the packages with examples is published now: Skin Paint Basics

It has two Blooprints that listen to parameters of another plugin via callbacks, and change colors and animations of a CUA in response. The spray paint Blooprint also does some physics calculations to play SFX for shaking the CUA. Both Blooprints also expose some parameters in the script UI. The next package will have 7 more Blooprints, some of them quite complex.

Although the Blooprints in both packages are tailored quite specifically to implementing logic for those CUAs, I think a lot can be learned about how to do stuff with Blooprints in general. Once you understand how to get parameters from atoms and plugins, set their value, and listen to changes via callbacks, you can already do a lot.

More general purpose examples that focus on how to do one specific thing would probably be nice, but I didn't get to that yet. In the meantime, I'm always happy to answer questions!
 
Back
Top Bottom