Hi, I was watching this video where Felix does a great job talking about Unity Packages https://www.youtube.com/watch?v=zSfrC_MskxI and they brought up Visual Scripting around the 1:11:00 mark - it got me wondering if there are any plans to implement this in Needle in the future? I’ve played around with Bolt and Playmaker in Unity, and Blueprints in Unreal, it would be great for those coming from a similar background and may prove useful for in-game scripting, similar to how scripting works in Horizon Worlds. Thanks.
Agree with Marcel here, no concrete plans at the moment. That being said, we’re watching glXF and the accompanying behave-graph efforts as they may become a relatively standardized way to solve this
Personally I’m not a fan of node graph systems that simply use low-level primitives (e.g. math and logic operators) without actually providing high-level nodes that do something useful
you’ve probably seen this, it’s pretty much what I was looking for. Seems pretty close to what you’re talking about. Verge3D Puzzles — Soft8Soft
Oh wow… so Needle does NOT work with Unity’s visual scripting? Shoot. I bought the annual plan yesterday and could not figure out why my nodes aren’t doing anything.
Sad to say I’ll need a refund as I plan to only use visual scripting these days. So much faster for my needs.
We are mentioning scripting support via TypeScript clearly in our docs. There are also visual scripting solutions for that.
That being said, a future update will indeed bring partial support for Unity’s Visual Scripting – we have made good progress with the standards bodies at Khronos Group to standardize how visual scripting works in 3D worlds via KHR_interactivity. So stay tuned
Thanks @hybridherbst . That’s great to know. and I’ll go ahead and try to makes things work for me without the visual scripting. I appreciate your support.