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Component Nodes cover the logic necessary to interact with the Unity Components inside the OVER App.
AR Nodes cover the logic necessary to interact with the AR System inside the OVER App.
This OverNode allows the interaction with the OVER App AR Camera, the main Camera used in OVER Experiences.
In order to test its behavior, since the OVER AR Camera is not available in the editor, users can create a fake Camera, with which they can simulate the behavior of the real one.
This is the equivalent of Unity's . It converts a position from world coordinates (3D space) to screen coordinates (2D space as displayed on the screen), according to the camera's viewpoint and settings.
As the original method, it has as an input the camera to use as relative and the position we want to convert to screen space and the 'eye' options that can be used to specify which eye transform to use. The default is Mono.
Name | Type | Description |
---|
Camera | Accepts a Camera object to define the perspective for the transformation from screen to world space. |
Screen Position | Vector3 | Accepts a Vector3 representing the screen space coordinates to be transformed. |
Eye | Allows selection of "Mono" or stereoscopic eye perspective for the transformation. The default is "Mono." |
World Position | Provides a Vector3 representing the transformed position in world space. |
This OverNode is the equivalent of Unity's WorldToScreenPoint. It converts a position from world coordinates (3D space) to screen coordinates (2D space as displayed on the screen), according to the camera's viewpoint and settings.
As the original method, it has as an input the camera to use as relative and the position we want to convert to screen space and the 'eye' options that can be used to specify which eye transform to use. The default is Mono.
Name | Type | Description |
---|---|---|
Camera
Accepts a Camera object to define the perspective for the conversion from world to screen space.
World Position
Vector3
Accepts a Vector3 representing the world space coordinates to be converted.
Eye
Allows selection of the eye perspective for the transformation when rendering in stereo. Options may include "Mono," "Left," or "Right," with "Mono" as the default.
Screen Position
Provides a Vector3 representing the screen space coordinates corresponding to the world position.
An Animator is used to handle animations by interacting with the Unity Component.
This node is used to expose the parameters and attributes of a given input Unity component, which are:
Name | Type | Description |
---|
This node is used to play a specific state, defined by a String
.
When you specify a state name, or the string used to generate a hash, it should include the name of the parent layer. For example, if you have a Bounce
state in the Base Layer
, the name is Base Layer.Bounce
.
The normalizedTime
parameter varies between 0 and 1, representing the starting point of the Play Animator.
This Flow Node accepts the following input data:
This node is used to set the value of the given boolean parameter, to cause transitions between Animator states.
This Flow Node accepts the following input data:
This node is used to set the value of the given float parameter, to cause transitions between Animator states.
This Flow Node accepts the following input data:
This node is used to set (i.e. activate) an animation trigger, to cause a change in flow in the state machine of an animator controller.
Unlike bool
s which have the same true/false
option, Trigger
s have a true
option which automatically returns back to false
.
This Flow Node accepts the following input data:
This node is used to reset the value of an animation trigger, in case a Trigger parameter could still be active.
This Flow Node accepts the following input data:
This Flow Node accepts the following input data:
and produces the following output data:
This Flow Node accepts the following input data:
and produces the following output data:
Name | Type | Description |
---|
Name | Type | Description |
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Name | Type | Description |
---|
Name | Type | Description |
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Name | Type | Description |
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This node is used to modify an existing Animator Component, by setting a new .
Name | Type | Description |
---|
Name | Type | Description |
---|
This node is used to modify an existing Animator Component, by setting a new .
Name | Type | Description |
---|
Name | Type | Description |
---|
Animator | A reference of the input Unity Animator Component |
State | String | Name of the State to be played |
Layer | Integer | The layer index. If layer is -1, it plays the first state with the given state name or hash. |
Normalized Time | Float | The time offset between zero and one. |
Animator | A reference of the input Unity Animator Component |
Name | String | Boolean Parameter Name to be set |
Value | Boolean | Boolean Parameter Value to be set |
Animator | A reference of the input Unity Animator Component |
Name | String | Float Parameter Name to be set |
Value | Float | Float Parameter Value to be set |
Animator | A reference of the input Unity Animator Component |
Trigger | String | Trigger Parameter to be set |
Animator | A reference of the input Unity Animator Component |
Trigger | String | Trigger Parameter to be reset |
Animator | A reference of the input Unity Animator Component |
RuntimeController | RuntimeController to be set |
Output | A reference of the modified Unity Animator Component |
Animator | A reference of the input Unity Animator Component |
Avatar | Avatar to be set. |
Output | A reference of the modified Unity Animator Component |
Ref | A reference of the input Unity Animator Component |
RuntimeController | Unity RuntimeController associated to the Animator |
Avatar | Unity Avatar associated to the Animator |
Playback Time | Float | The playback position in the recording buffer |
Playback Speed | Float | The playback speed of the Animator. One is the normal playback speed. |
An Audio OverNode is used to handle in-game audio, by interacting with the Unity3D AudioSource Component.
This node is used to expose the parameters and attributes of a given input Unity 3D AudioSource component, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing Audio Node, by setting a new AudioClip.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play an AudioClip, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to pause the AudioClip currently playing, associated to an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to unpause the AudioClip currently paused, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to stop the AudioClip currently playing, associated with an AudioSource.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play the AudioClip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.
This Flow OverNode accepts the following input data:
and produces the following output data:
This node is used to play an AudioClip on a specific world space position.
This Flow OverNode accepts the following input data:
This node is used to mute the AudioSource Component.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Renderer is used to handle general functionalities for all renderers, by interacting with the Unity Component.
This node is used to expose certain parameters and attributes of a given input Unity component, which are:
Name | Type | Description |
---|
and produces the following output data:
A Mesh Type
can be selected to instruct the node either to set the Shared Mesh
or not.
This Flow Node accepts the following input data:
and produces the following output data:
A Light is used to handle lights in the Scene, by interacting with the Unity3D Component.
This is used to expose certain parameters and attributes of a given input Unity 3D Component, which are:
Name | Type | Description |
---|
This node is used to modify an existing Light Component, by setting its Light Intensity.
The intensity of the light is multiplied by the Light colour.
The value can be between 0 and 8. This allows you to create brighter lights.
and produces the following output data:
The Color of the light is multiplied by the Light intensity.
and produces the following output data:
and produces the following output data:
A LineRenderer is used to draw free-floating lines in a 3D space, by interacting with the Unity Component.
This node is used to expose the parameters and attributes of a given input Unity component, which are:
Name | Type | Description |
---|
This node is used to modify an existing Line Renderer Component, by setting a new Color. A Position
can be selected to instruct the node either to set the start or the end colour.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by setting a new line Width. A Position
can be selected to instruct the node either to set the start or the end line width.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the loop property of the line.
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the number of vertices contained in the line.
This Flow Node accepts the following input data:
and produces the following output data:
This Flow Node accepts the following input data:
and produces the following output data:
This node is used to modify an existing Line Renderer Component, by editing the Position value of one of its vertices.
This Flow Node accepts the following input data:
and produces the following output data:
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This is used to modify an existing Renderer Component, by setting a new . A Material Type
can be selected to instruct the node whether or not to set the Shared Material
.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This node is used to modify an existing Renderer Component, by setting a new . To perform this action, the GameObject, holding the Renderer Component, must have a assigned.
Name | Type | Description |
---|
Name | Type | Description |
---|
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Light Component, by setting its Light Color.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
This is used to modify an existing Light Component, by setting its Light Range.
This Flow accepts the following input data:
Name | Type | Description |
---|
Name | Type | Description |
---|
Name | Type | Description |
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Name | Type | Description |
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Name | Type | Description |
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This node is used to modify an existing Line Renderer Component, by setting a new . A Material Type
can be selected to instruct the node either to set the Shared Material
or not.
Name | Type | Description |
---|
Name | Type | Description |
---|
Name | Type | Description |
---|
Name | Type | Description |
---|
Audio Source
A reference of the input Unity3D AudioSource Component
Audio Clip
Audio Clip to be set.
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Output
A reference of the modified Unity3D AudioSource Component
Audio Source
A reference of the input Unity3D AudioSource Component
Time
Float
Time in seconds on the absolute time-line that AudioSettings.dspTime refers to for when the sound should start playing.
Output
A reference of the modified Unity3D AudioSource Component
Audio Clip
Audio Clip to be played
Position
Vector3
World Space position
Audio Source
A reference of the input Unity3D AudioSource Component
Mute
Boolean
Boolean parameter set to mute audio
Output
A reference of the modified Unity3D AudioSource Component
Renderer | A reference of the input Unity Renderer Component |
Material | Material to be set |
Material Type | Enum | Either New or Shared |
Output | A reference of the modified Unity Renderer Component |
Renderer | A reference of the input Unity Renderer Component |
Mesh | Mesh to be set |
Mesh Type | Enum | Either New or Shared |
Output | A reference of the modified Unity Renderer Component |
Light | A reference of the input Unity3D Light Component |
Intensity | Float | Intensity value (between 0 and 8) |
Output | A reference of the modified Unity3D Light Component |
Light | A reference of the input Unity3D Light Component |
Color | Color | Color of the light |
Output | A reference of the modified Unity3D Light Component |
Light | A reference of the input Unity3D Light Component |
Range | Float | Range of the light |
Output | A reference of the modified Unity3D Light Component |
Line Renderer | A reference of the input Unity Line Renderer Component |
Color | Color | Color to set |
Position | Enum | Either Start or End |
Output | A reference of the modified Unity Renderer Component |
Line Renderer | A reference of the input Unity Line Renderer Component |
Width | Float | Width of the line to set |
Position | Enum | Either Start or End |
Output | A reference of the modified Unity Renderer Component |
Line Renderer | A reference of the input Unity Line Renderer Component |
Loop | Bool | This value determines if the line will loop or not |
Output | A reference of the modified Unity Renderer Component |
Line Renderer | A reference of the input Unity Line Renderer Component |
Position Count | Integer | This value determines how many vertices the line will contain |
Output | A reference of the modified Unity Renderer Component |
Line Renderer | A reference of the input Unity Renderer Component |
Material | Material to be set |
Material Type | Enum | Either New or Shared |
Output | A reference of the modified Unity Renderer Component |
Line Renderer | A reference of the input Unity Renderer Component |
Index | Integer | Index value of the vertex to edit |
Position | Vector3 | New vertex position |
Output | A reference of the modified Unity Renderer Component |
Ref
A reference of the input Unity3D AudioSource Component
Audio Clip
The associated audio clip to play
Volume
Float
The volume of the audio source (0.0 to 1.0).
Is Playing
Boolean
States if the clip is currently playing or not (Read Only)
Ref | A reference of the input Unity Renderer Component |
Material | The first instantiated Material assigned to the renderer. |
Shared Material | The shared material of this object. |
Materials | All the instantiated materials of this object. |
Shared Materials | All the shared materials of this object. |
Ref | A reference of the input Unity3D Light Component |
Intensity | Float | Value representing the light intensity |
Color | Color | Color of the light |
Range | Float | Range of the light |
Ref | A reference of the input Unity LineRenderer Component |
Start Color | Color | The color at the start of the line |
End Color | Color | The color at the end of the line |
Start Width | Float | The line width at the start of the line |
End Width | Float | The line width at the end of the line |
Loop | Boolean | Connect the start and end positions of the line together to form a continuous loop |
Position Count | Integer | The number of vertices of the line |
Material | The first instantiated material assigned to the line renderer |
Shared Material | The shared material of this object |
A Material OverNode is used to handle Materials runtime.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D Material asset, which are:
Name | Type | Description |
---|---|---|
Note: Emission
and Emission Color
are only available if the Emission Flag of the Material is set to True.
This OverNode is used to modify an existing Material, by changing the main texture and colour associated to it.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing its parameters associated with the Metallic Mode.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Normal Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Height Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Occlusion Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Detail Mask for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by setting a new Emission Map for the material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Material, by editing the value of the Emission Flag of the Material.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Transform OverNode is used to handle the position, rotation, and scale of an object in the Scene, by interacting with the Unity Transform Component.
This OverNode is used to expose certain parameters and attributes of a given input Unity Transform Component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing Transform Component, by setting its position. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow Node accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its rotation. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow Node accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its local scale.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Transform Component, by setting its parent Transform.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode rotates the transform so the forward vector points at target's current position.
This Flow OverNode accepts the following input data:
This OverNode moves the transform in the direction and distance of translation.
This Flow OverNode accepts the following input data:
This OverNode is used to rotate GameObjects.
This Flow OverNode accepts the following input data:
An Object OverNode is used to handle base objects in the Scene, by interacting with the Unity GameObject.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D GameObject, which are:
Name | Type | Description |
---|---|---|
This node is used to modify an existing GameObject, by setting its Active state.
This Flow Node accepts the following input data:
and produces the following output data:
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode allows the destruction of a given GameObject in Scene, with all of its subcomponents.
This Flow OverNode accepts the following input data:
This OverNode allows you to compare the name of a given GameObject to a specific String.
This Flow OverNode accepts the following input data:
The "Get Component" node is used to retrieve a specific type of component from a GameObject in Unity. The node has an input for the GameObject from which the component is to be retrieved and outputs the specified component if it exists on the GameObject. The type of component to retrieve can be specified from a dropdown menu of available component types.
An Image OverNode is used to display a Sprite for the UI System, by interacting with the Unity3D Image Component.
This node is used to expose certain parameters and attributes of a given input Unity3D Image Component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing Image Component, by setting its material.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Image Component, by setting its sprite.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Image Component, by setting its Color.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Image Component, by setting its Fill Amount.
For this node to work correctly, the Image type must be set to Filled
.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Rigidbody OverNode is used to control an object's position through physics simulation, by interacting with the Unity Rigidbody Component.
Note: Adding a Rigidbody component to an object will put its motion under the control of Unity's physics engine.
This OverNode is used to expose certain parameters and attributes of a given input Unity Rigidbody Component, which are:
Name | Type | Description |
---|---|---|
This OverNode adds a force to the Rigidbody.
Force is applied along the direction of the force
vector. Specifying the ForceMode mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
The Type
parameter allows for the application of the force relative to its coordinate system or not.
This Flow OverNode accepts the following input data:
This OverNode applies a force to a Rigidbody that simulates explosion effects.
The explosion is modelled as a sphere with a certain centre position and radius in world space.
Force is applied along the direction of the force
vector. Specifying the ForceMode mode
allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.
This Flow OverNode accepts the following input data:
This OverNode adds torque to the Rigidbody.
Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddTorque has no effect.
The Type
parameter allows for the application of the force relative to its coordinate system or not.
This Flow OverNode accepts the following input data:
This OverNode moves the kinematic Rigidbody towards a given position.
This Flow OverNode accepts the following input data:
This OverNode rotates the Rigidbody to rotation.
This Flow OverNode accepts the following input data:
This OverNode is used to modify an existing Rigibody Component, by setting its gravity flag. Once this flag is enabled, the Rigidbody will be affected by gravity, otherwise, it will behave as if in outer space.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Rigibody Component, by setting its isKinematic value.
This OverNode is used to modify an existing Rigibody Component, by setting its velocity.
In most cases, you should not modify the velocity directly, as this can result in unrealistic behaviour, except when a sudden change in velocity is needed for gameplay purposes.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Rigibody Component, by setting its angular velocity.
In most cases, you should not modify the angular velocity directly, as this can result in unrealistic behaviour, except when a sudden change in angular velocity is needed for gameplay purposes.
This Flow OverNode accepts the following input data:
and produces the following output data:
A RectTransform OverNode is used to handle the position, rotation, and scale of an object inside a Unity Canvas, by interacting with the Unity3D RectTransform Component.
Inheriting much of its behaviour from the Transform Component, RectTransform focuses on handling GUI elements.
This OverNode is used to expose certain parameters and attributes of a given input Unity 3D RectTransform Component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing RectTransform Component, by setting its position. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing RectTransform Component, by setting its rotation. A Space
parameter can be selected to instruct the node either to set inLocal Space
or World Space
.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing RectTransform Component, by setting its local scale.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing RectTransform Component, by setting its anchor value. An Anchor Type
parameter can be selected to instruct the node either to set its anchored position – anchor min or anchor max.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing RectTransform Component, by setting its pivot point.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing RectTransform Component, by setting its Rect size.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Text OverNode is used to display a text for the UI System, by interacting with the Unity3D Text Component.
This OverNode is used to expose certain parameters and attributes of a given input Unity3D Text Component, which are:
Name | Type | Description |
---|---|---|
This OverNode is used to modify an existing Text Component, by setting its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Text Component, by setting the color of its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
This OverNode is used to modify an existing Text Component, by setting the font size of its text to be shown.
This Flow OverNode accepts the following input data:
and produces the following output data:
A Video Player is used to reproduce video clips in-game, by interacting with the Unity3D Component.
Content can be either a imported asset or a URL such as http://
.
This is used to expose the parameters and attributes of a given input Unity 3D component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
A Text (TMP) is used to display text in the scene. The difference with the node is that to use this one the User needs to install the Unity Plugin.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
A RawImage is used to display a for the UI System, by interacting with the Unity3D Component.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
A Text (TMP UGUI) is used to display text in the UI System. The difference with the node is that to use this one the User needs to install the Unity Plugin.
This is used to expose certain parameters and attributes of a given input Unity3D Component, which are:
Name | Type | Description |
---|
and produces the following output data:
and produces the following output data:
and produces the following output data:
Collection of used to interact with Unity's
The "NavMeshAgent Exposer" node is designed to provide access to various properties of a NavMeshAgent component. This node allows for the retrieval of the reference to the NavMeshAgent, as well as its current velocity and desired velocity. It is particularly useful for AI scripting in Unity, allowing for decision-making based on the movement and intended path of an agent.
Set Destination
The "Set Destination" node commands a NavMeshAgent to move to a specified location. It takes a NavMeshAgent and a Vector3 destination as inputs. When executed, the node sets the agent's destination to the provided Vector3 coordinates. This node is essential for directing AI characters or objects within a scene, allowing them to navigate to target positions.
Warp To
The "Warp To" node instantly moves a NavMeshAgent to a specified location without taking into account the NavMesh. It is used to teleport the agent to a new position, which can be useful for initializing positions, respawning, or any other case where an instant change in location is required. The node receives a NavMeshAgent and the target Vector3 destination as inputs, and upon execution, it warps the agent to the given coordinates.
Move Agent
The "Move Agent" node controls a NavMeshAgent's movement by specifying an offset from its current position. This node takes in a NavMeshAgent and a Vector3 offset as inputs. When executed, the node moves the agent by the offset amount, which can be used for incremental movement or for applying forces such as knockback or sliding.
used to interact with Unity's
CharacterController Exposer
The "CharacterController Exposer" node provides access to various properties of a CharacterController component. It allows visual scripting to query and utilize properties such as position, rotation, and whether the character is grounded, among others. This node is especially useful for controlling character movement and collision response in a game.
Move
The "Move" node applies a movement vector to a CharacterController, causing it to move through the scene. The node takes a CharacterController and a Vector3 motion input, representing the movement to apply. This could be used to simulate walking, jumping, or other forms of translation based on user input or AI decision-making.
Simple Move
The "Simple Move" node automates the movement of a CharacterController along a plane, typically the ground, based on a speed vector. Unlike the "Move" node, "Simple Move" takes into account the character's speed and gravity. It is used for simpler movement scenarios where the agent needs to be grounded and affected by gravity, such as walking on a flat surface.
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This OverNode allows the creation of a new instance, of a given GameObject, in Scene (similar to Unity's functionality).
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This is used to modify an existing Video Node, by setting a new .
This Flow accepts the following input data:
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This is used to modify an existing Video Node, by setting a URL of the video to be played.
This Flow accepts the following input data:
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This is used to start playback. It initiates the preparation if not already done, in which case the playback will not start instantly.
This Flow accepts the following input data:
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This is used to pause the playback and leave the current time intact.
This Flow accepts the following input data:
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This is used to stop the playback and sets the current time to 0. This also destroys all internal resources such as textures or buffered content.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshPro Component, by setting its text to be shown.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshPro Component, by setting the color of its text to be shown.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshPro Component, by setting the font size of its text to be shown.
This Flow accepts the following input data:
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This is used to modify an existing RawImage Component, by setting its material.
This Flow accepts the following input data:
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This is used to modify an existing RawImage Component, by setting its texture.
This Flow accepts the following input data:
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This is used to modify an existing Image Component, by setting its Color.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshProUGUI Component, by setting its text to be shown.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshProUGUI Component, by setting the color of its text to be shown.
This Flow accepts the following input data:
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This is used to modify an existing TextMeshProUGUI Component, by setting the font size of its text to be shown.
This Flow accepts the following input data:
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Ref
A reference of the input Unity3D Material Asset
Color
Color
The main color of the Material
Albedo
The main texture of the Material
Metallic
Float
In range 0 to 1, determines how “metal-like” the surface is
Metallic Map
The metallic gloss map of the Material
Metallic Smoothness
Float
In range 0 to 1, determines how smooth the surface is, influencing the light refraction of the material
Normal Map
Special kind of texture that allow you to add surface detail such as bumps, grooves, and scratches to a model which catch the light as if they are represented by real geometry
Height Map
Similar concept to normal mapping, however this technique is more complex - and therefore also more performance-intensive.
Height Value
Float
Value to edit the behaviour of the Height Map
Occlusion
Texture providing information about which areas of the model should receive high or low indirect lighting
Detail Mask
Texture allowing the mask off of certain areas of the model to have the detail texture applied
Emission
Texture allowing the Material to emit light, like a visible light source.
Emission Color
Color
Specifies the color and intensity of the emission
Material
A reference of the input Unity3D Material
Color
Color
Color to be set
Albedo
Texture to be set as the new main texture
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Metallic
Float
Sets how "metal like" the surface of the material will be
Metallic Map
The new metallic map of the Material
Metallic Smoothness
Float
Sets how smooth the surface of the material will be
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Normal Map
The new Normal map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Height Map
The new Height map of the Material
Height Value
Float
New height value of the map (range 0 to 1)
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Occlusion Map
The new Occlusion map of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Detail Mask
The new Detail mask of the Material
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission Map
The new Emission map of the Material
Emission Color
Color
The color of the new Emission map
Intensity
Float
Intensity of the light emitted
Output
A reference of the modified Unity3D Material
Material
A reference of the input Unity3D Material
Emission
Boolean
The new Emission Flag value
Output
A reference of the modified Unity3D Material
Transform
A reference of the input Unity Transform Component
Position
Vector3
Position value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Rotation
Quaternion
Rotation value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Scale
Vector3
Scale value to be set
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Parent
Transform to be set as new parent
Updated Component
A reference of the updated Unity Transform Component
Transform
A reference of the input Unity Transform Component
Target
object
Target to be looked at. The type is generic so that anything can be used as a potential target, either a point in space or an actual Transform
Up
Vector3
The up vector of the world
Transform
A reference of the input Unity Transform Component
Translation
Vector3
Vector describing the translation to perform
Space
Enum
Local or World space
Transform
A reference of the input Unity Transform Component
Axis
Vector3
Vector describing the rotation axis
Angle
Float
Angle in degrees of the rotation
Space
Enum
Local or World space
Object
A reference of the input Unity GameObject
Active
Boolean
New Active state
Output
A reference of the modified Unity GameObject
Prefab
The original GameObject
Parent
Transform Component, yet to be the parent of the new instantiated object
Instance
A reference of the newly instantiated Unity GameObject
Object
The GameObject to be destroyed
T
Float
Time delay for destruction
Object A
The GameObject to compare
Name
String
String to compare the GameObject to
Mode
Enum
Mode of comparifon (Equal or NotEqual)
Object
GameObject
The input slot for the GameObject from which to retrieve the component.
Component
Component
The output slot that will output the specified component from the GameObject. This can be of multiple types depending on the selected OverComponentType
.
Type
Enum (Dropdown)
A dropdown menu that allows selection of the type of component to retrieve from the GameObject.
Image
A reference of the input Unity3D Image Component
Material
The Material to be set
Output
A reference of the updated Unity3D Image Component
Image
A reference of the input Unity3D Image Component
Sprite
The Sprite to be set
Output
A reference of the updated Unity3D Image Component
Image
A reference of the input Unity3D Image Component
Color
Color
The color to be set
Output
A reference of the updated Unity3D Image Component
Image
A reference of the input Unity3D Image Component
Fill Amount
Float
The amount to be filled [0,1]
Output
A reference of the updated Unity3D Image Component
Rigidbody
A reference of the input Unity Rigidbody Component
Force
Vector3
Vector describing the Force to be applied
Force Mode
Used to specify how to apply a Force
Type
Enum
Either World or Relative
Rigidbody
A reference of the input Unity Rigidbody Component
Force
Float
The force of the explosion
Force Mode
Used to specify how to apply a force
Radius
Float
Radius of the explosion
Upwards Modifier
Float
Adjustment to the apparent position of the explosion to make it seem to lift objects
Rigidbody
A reference of the input Unity Rigidbody Component
Torque
Vector3
Vector describing the Torque to be applied
Force Mode
Used to specify how to apply a force
Type
Enum
Either World or Relative
Rigidbody
A reference of the input Unity Rigidbody Component
Position
Vector3
Provides the new position for the Rigidbody
Rigidbody
A reference of the input Unity Rigidbody Component
Rotation
Quaternion
The new rotation for the Rigidbody
Rigidbody
A reference of the input Unity Rigidbody Component
Use Gravity
Boolean
Gravity value
Updated Component
A reference of the updated Unity Rigidbody Component
Rigidbody
A reference of the input Unity Rigidbody Component
Is Kinematic
bool
IsKinematic value
Updated Component
A reference of the updated Unity Rigidbody Component
Rigidbody
A reference of the input Unity Rigidbody Component
Velocity
Vector3
The velocity vector of the Rigidbody
Updated Component
A reference of the updated Unity Rigidbody Component
Rigidbody
A reference of the input Unity Rigidbody Component
Velocity
Vector3
The angular velocity vector of the Rigidbody
Updated Component
A reference of the updated Unity Rigidbody Component
RectTransform
A reference of the input Unity3D RectTransform Component
Position
Vector3
Position value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity3D Transform Component
RectTransform
A reference of the input Unity3D RectTransform Component
Rotation
Quaternion
Rotation value to be set
Space
Enum
Local or World space
Updated Component
A reference of the updated Unity3D Transform Component
RectTransform
A reference of the input Unity3D RectTransform Component
Scale
Vector3
Scale value to be set
Updated Component
A reference of the updated Unity3D RectTransform Component
RectTransform
A reference of the input Unity3D RectTransform Component
Anchor
Vector2
Anchor value to be set
Anchor Type
Enum
Either Position, Min or Max
Updated Component
A reference of the updated Unity3D RectTransform Component
RectTransform
A reference of the input Unity3D RectTransform Component
Pivot
Vector2
Pivot value to be set
Updated Component
A reference of the updated Unity3D RectTransform Component
RectTransform
A reference of the input Unity3D RectTransform Component
Size
Vector2
Size value to be set
Updated Component
A reference of the updated Unity3D RectTransform Component
Text
A reference of the input Unity3D Text Component
Content
String
The string value of the new text
Output
A reference of the updated Unity3D Image Component
Text
A reference of the input Unity3D Text Component
Color
Color
The color value of the new text
Output
A reference of the updated Unity3D Image Component
Text
A reference of the input Unity3D Text Component
Font Size
Integer
The font size value of the new text
Output
A reference of the updated Unity3D Image Component
CharacterController |
| An input slot that accepts a CharacterController component. |
Ref |
| An output slot that provides the reference to the input CharacterController. |
Position |
| An output slot that provides the current world position of the character. |
Rotation |
| An output slot that provides the current world rotation of the character. |
Center |
| An output slot that provides the center of the character's collider relative to its transform. |
Collision Flags |
| An output slot that provides the collision flags that describe how the character last collided with the environment. |
Detect Collisions |
| An output slot indicating whether collision detection is on or off. |
Enable Overlap Recovery |
| An output slot indicating whether overlap recovery is enabled, helping the character to get out of overlapping situations. |
Height |
| An output slot that provides the height of the character's collider. |
Is Grounded |
| An output slot that indicates whether the character is grounded. |
Min Move Distance |
| An output slot that provides the minimum move distance of the character. |
Radius |
| An output slot that provides the radius of the character's collider. |
Skin Width |
| An output slot that provides the skin width used for the character's collider. |
Slope Limit |
| An output slot that provides the maximum slope angle that the character can climb. |
Step Offset |
| An output slot that provides the step offset which determines how high the character can step up. |
Velocity |
| An output slot that provides the current velocity of the character. |
CharacterController |
| An input slot that accepts a CharacterController component to which the motion will be applied. |
Motion |
| An input slot for the Vector3 motion that defines the direction and distance the CharacterController should move. |
CharacterController |
| An input slot that accepts a CharacterController component to which the motion will be applied. |
Motion |
| An input slot for the Vector3 representing the movement speed in a particular direction. |
Video Player | A reference of the input Unity3D VideoPlayer Component |
VideoClip | Video Clip asset to be set. |
Player Out | A reference of the modified Unity3D VideoPlayer Component |
Video Player | A reference of the input Unity3D VideoPlayer Component |
URL | String | Video URL |
Player Out | A reference of the modified Unity3D VideoPlayer Component |
Video Player | A reference of the input Unity3D VideoPlayer Component |
Video Player | A reference of the input Unity3D VideoPlayer Component |
Video Player | A reference of the input Unity3D VideoPlayer Component |
Text | A reference of the input Unity3D TextMeshPro Component |
Content | String | The string value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshPro Component |
Color | Color | The color value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshPro Component |
Font Size | Integer | The font size value of the new text |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D RawImage Component |
Material | The Material to be set |
Output | A reference of the updated Unity3D Image Component |
Image | A reference of the input Unity3D RawImage Component |
Texture | The texture to be set |
Output | A reference of the updated Unity3D RawImage Component |
Image | A reference of the input Unity3D RawImage Component |
Color | Color | The color to be set |
Output | A reference of the updated Unity3D RawImage Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Content | String | The string value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Color | Color | The color value of the new text |
Output | A reference of the updated Unity3D Image Component |
Text | A reference of the input Unity3D TextMeshProUGUI Component |
Font Size | Integer | The font size value of the new text |
Output | A reference of the updated Unity3D Image Component |
NavMeshAgent | An input slot that accepts a NavMeshAgent component from which data will be exposed. |
Ref | An output slot that provides the reference to the input NavMeshAgent. |
Velocity | Vector3 | An output slot that provides the current velocity of the NavMeshAgent. |
Desired Velocity | Vector3 | An output slot that provides the desired velocity of the NavMeshAgent, representing its intended movement direction and speed. |
NavMeshAgent | An input slot that accepts a NavMeshAgent component which will be directed to a new destination. |
Destination | Vector3 | An input slot for the Vector3 coordinates that the NavMeshAgent will be directed to move towards. |
Agent | An output slot that provides the NavMeshAgent reference after its destination has been set. |
NavMeshAgent | An input slot that accepts a NavMeshAgent component that will be teleported. |
Destination | Vector3 | An input slot for the Vector3 coordinates to which the NavMeshAgent will be teleported. |
Agent | An output slot that provides the NavMeshAgent reference after it has been warped to the new destination. |
NavMeshAgent | An input slot that accepts a NavMeshAgent component to be moved. |
Offset | Vector3 | An input slot for the Vector3 offset by which the NavMeshAgent will be moved. |
Agent | An output slot that provides the NavMeshAgent reference after the move operation has been executed. |
Ref
A reference of the input Unity Transform Component
Position
Vector3
The world space position of the Transform
Rotation
Quaternion
The world space rotation of the Transform
Scale
Vector3
The scale of the Transform relative to its parent Transform
Local Position
Vector3
The position of the Transform relative to its parent Transform
Local Rotation
Quaternion
The rotation of the Transform relative to its parent Transform
Lossy Scale
Vector3
The global scale of the object
Forward
Vector3
Normalized Vector representing the forward direction (blue axis) of the Transform in world space
Right
Vector3
Normalized Vector representing the right direction (red axis) of the Transform in world space
Up
Vector3
Normalized Vector representing the up direction (green axis) of the Transform in world space
Ref
A reference of the input Unity GameObject
Name
String
Name of the GameObject
Transform
Transform component associated to the object in Scene
Is Active
Boolean
The local active state of the GameObject
Is Active in Scene
Boolean
Defines whether the GameObject is active in Scene
Ref
A reference of the input Unity3D Image Component
Sprite
The sprite that is used to render this image
Color
Color
Base Color of the Image
Fill Amount
Float
Amount of the Image shown when the Image.type is set to Image.Type.Filled
Material
The specified Material used by this Image. The default Material is used instead if one isn't specified
Ref
A reference of the input Unity Rigidbody Component
Position
Vector3
The world space position of the Rigidbody
Rotation
Quaternion
The world space rotation of the Rigidbody
Center of Mass
Vector3
The center of mass relative to the Transform's origin.
Velocity
Vector3
The velocity vector of the Rigidbody. It represents the rate of change of Rigidbody position.
Ang. Velocity
Vector3
The angular velocity vector of the Rigidbody is measured in radians per second.
Automatic Center Of Mass
bool
Whether or not to calculate the center of mass automatically.
Automatic Tensor
bool
Whether or not to calculate the inertia tensor automatically.
Use Gravity
bool
Controls whether gravity affects this rigidbody.
Is Kinematic
bool
Controls whether physics affects the rigidbody.
Ref
A reference of the input Unity3D RectTransform Component.
Anchor Position
Vector2
The position of the pivot of this RectTransform relative to the anchor reference point.
Anchor Min
Vector2
The normalized position in the parent RectTransform that the lower left corner is anchored to.
Anchor Max
Vector2
The normalized position in the parent RectTransform that the upper right corner is anchored to.
Size
Vector2
The size of this RectTransform relative to the distances between the anchors.
Pivot
Vector2
The normalized position in this RectTransform that it rotates around.
Position
Vector3
The world space position of the Transform
Rotation
Quaternion
The world space rotation of the Transform
Scale
Vector3
The scale of the Transform relative to its parent Transform
Local Position
Vector3
The position of the Transform relative to its parent Transform
Local Rotation
Quaternion
The rotation of the Transform relative to its parent Transform
Lossy Scale
Vector3
The global scale of the object
Ref
A reference of the input Unity3D Text Component
Content
String
The string value this Text displays
Ref | A reference of the input Unity3D VideoPlayer Component |
Is Playing | Boolean | States if the video is currently playing |
Is Looping | Boolean | States if the video is looping itself |
Ref | A reference of the input Unity3D TextMeshPro Component |
Content | String | The string value this Text displays |
Ref | A reference of the input Unity3D RawImage Component |
Texture | The texture that is used to render this image |
Color | Color | Base Color of the RawImage |
Material | The specified Material used by this image. The default Material is used if one isn't specified |
Ref | A reference of the input Unity3D TextMeshProUGUI Component |
Content | String | The string value this Text displays |
This collection of OverNodes represents data types that by definition are simple – the most basic data types usable by the Graph.
Name | Type | Description |
---|---|---|
This collection of OverNode represents data types that are not in the c# language nor Unity library but rather used to improve the development while creating an OVER Experience.
This Data OverNode is used to reference the gameobject that is using this graph.
This is useful for logic like self destroy, self-position, etc.. without the need to expose a variable in the variables list and self-reference the gameobject.
This collection of OverNodes represents data types applicable in the field of Graphics, such as images and texturing.
This Data Node is used to represent color values inside the Graph.
Its main property available in the OverNode system is its value
, to be used inside the graph.
This Data OverNode is used to represent a Sprite value inside the Graph.
Once a Sprite asset is assigned to the OverNode, a preview will appear in order to facilitate the User.
Its main property available in the Node system is its value
, to be used inside the graph.
This Data OverNode is used to represent a Texture2D value inside the Graph.
Once a Texture asset is assigned to the OverNode, a preview will appear in order to facilitate the User.
Its main property available in the OverNode system is its value
, to be used inside the graph.
ImageStreamer Exposer
The "ImageStreamer Exposer" node is designed to interface with an ImageStreamer component. It allows for the extraction and use of properties related to image streaming, such as the stream's URL, the RawImage component, the Renderer, and the Texture2D being streamed. This node can be used to dynamically update UI elements or textures within a scene based on streaming image data.
Name | Type | Description |
---|---|---|
Set URL
The "Set URL" node is designed to update the URL of an ImageStreamer component, which controls the source of the image stream. It accepts an ImageStreamer and a URL as inputs. When executed, this node sets the new URL on the ImageStreamer, which can be used to change the image being displayed during runtime.
Set Raw Image
The "Set Raw Image" node assigns a RawImage UI component to an ImageStreamer. This enables the ImageStreamer to display the streamed image content within the assigned RawImage component. The node takes an ImageStreamer and a RawImage as inputs and links them together so that the image data received by the streamer is shown in the RawImage component on the UI.
Set Renderer
The "Set Renderer" node is intended to link an ImageStreamer with a Renderer component. This connection allows the ImageStreamer to directly apply the streamed image as a texture to the Renderer's material, which can be used to dynamically update textures on 3D models or other renderable surfaces in the scene.
Play
The "Play" node is designed to start the image streaming process in an ImageStreamer component. It triggers the ImageStreamer to begin loading and displaying the image from its configured source. The node requires an ImageStreamer as input, and upon execution, it activates the streaming functionality of the component.
This collection of OverNodes represents composited data types.
This Data OverNode is used to represent Quaternions. Its properties are:
Name | Type | Description |
---|---|---|
Note: these properties should not be modified or edited directly, unless you know how Quaternions work inside out.
This Data OverNode is used to represent string values inside the Graph.
Its main propriety available in the OverNode system is its value
, to be used inside the graph.
This Data OverNode is used to represent 2 dimensional Vectors values inside the Graph. Like the Unity3D Vector2, its properties are:
This Data OverNode is used to represent 3D Vectors values inside the Graph. Like the Unity3D Vector3, its properties are:
This collection of OverNodes represents all the nodes that interact with common interactions in Mobile devices, such as finger pressing.
The main element of this system consists of a Touch Node, responsible to fire its execution on detecting a specific Touch event.
Each Touch Node must refer to a specific Target
GameObject, accordingly equipped with a Unity Collider Component. Once a touch is detected and the Target is hit by the touch, the following nodes will be executed.
A Touch Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
---|---|
The Node also exposes some parameters:
Name | Type | Description |
---|---|---|
In order for the Node system to communicate to the Unity Runtime environment, a OverTouchListener component must be associated to the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles touch events in automatic.
This OverNode allows for the implementation of Button-click based events inside the Graph.
A GameObject containing a UI Button
must be provided in order to register the onCLick
event. Once the button is clicked, the nodes following will be executed.
This collection of OverNodes is used to describe the main flow of the OverGraph. The following nodes are directly connected to the Unity3D Monobehaviour of the OverScript, to which the Graph refers.
Awake is called once when the script instance is being loaded – exactly once in the lifetime of the script.
It is commonly used to describe the logic that should be executed before the first frame is played, acting as a general initialization stage of the script.
Start is called once on the frame when a script is enabled just before any of the Update methods are called the first time.
However, Awake is called when the script object is initialized, regardless of whether or not the script is enabled.
It is commonly used to describe the logic that should be executed on the first frame, acting as a general initialization stage of the script.
This function is called when the object becomes enabled and active.
This function is called when the object becomes disabled.
This is also called when the object is destroyed and can be used for any cleanup code. When scripts are reloaded after compilation has finished, OnDisable will be called, followed by an OnEnable after the script has been loaded.
This function is called when the object is destroyed.
This also occurs when a Scene or game ends. Called always after OnDisable.
If the script is active and enabled, Update is called every frame, once per frame.
It is the most commonly used function to implement any kind of game script, allowing the implementation of logic to be executed at runtime.
Like Update, also LateUpdate is executed once per frame, but after all the nodes in Update have finished executing.
This is useful to give the execution flow and order. It is commonly used to handle animations and camera movements, because it tracks objects that might have moved inside Update.
Similar to Update, FixedUpdate is a frame-rate independent node, called repeatedly based on a fixed frequency, given by the Unity3D Physics system.
This is crucial to handle calculations featuring Rigidbodies and Collisions.
This collection of s represents all the nodes that interact with the physics Unity Collision system.
The main element of this collection consists of a Collision Node, that fires its execution on detecting a specific Collision event.
Each Collision Node must refer to a specific Target
GameObject, accordingly equipped with a Unity Component. Once a collision is detected, the following nodes will be executed.
A Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
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The Node also exposes some parameters, also describing the Collision itself:
Name | Type | Description |
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In order for the Node system to communicate with the Unity Runtime environment, a OverCollisionListener component must be associated with the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles collision events automatically.
This node is used within a visual scripting framework to register an event that is triggered by an animation. The event is specified by a name, and when that particular animation event is fired, it triggers the node, executing the attached nodes.
Because is used internally, in the Unity Animation Event properties make sure not to use the 'String' parameter (it will get overridden from the visual scripting).
OVER SDK Visual Scripting also provides the User a tool to define and use Custom events.
These events need to be defined inside a Graph and are only usable inside such.
Each Custom Event Node must be defined by a (unique) Name. In order to fire this event use a Custom Event Trigger
In order to fire a defined Custom Event, a Custom Event Trigger needs to be inserted in another execution flow of the Graph.
By editing its Name parameter, it is possible to fire the execution of the Custom Event Node with the corresponding name.
This collection of represents all the nodes that interact with the physics Unity Trigger system.
GameObjects involved in the collision must contain a Collider component. One must have Collider.isTrigger enabled, and contain a Rigidbody. If both GameObjects have Collider.isTrigger enabled, no collision happens. The same applies when both GameObjects do not have a Rigidbody component.
The main element of this system consists of a Trigger Node, that fires its execution on detecting a specific Trigger event.
Each Trigger Node must refer to a specific Target
GameObject, accordingly equipped with a Unity3D Component.
A Mode
parameter can be selected in order to further customize the execution of the node, specifically:
Name | Description |
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The Node also exposes some parameters:
Name | Type | Description |
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For the Node system to communicate to the Unity3D Runtime environment, an OverTriggerListener component must be associated with the Target GameObject.
Its main function is to provide a bridge between the node system and the UnityEngine event system, which handles trigger events automatically.
The "Trigger Lazy Load" node is designed to register a trigger event on a GameObject. When the GameObject's collider interacts with another collider in a specified mode (Enter, Exit, Stay), the node triggers an event.
In order to start the execution of nodes within the , it is necessary to insert event nodes. These represent the start of a flow, so at least one of these nodes must be present in the , or no execution of the nodes will occur.
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This node is used to expose certain parameters and attributes of a given input Unity Component, which are:
Name | Type | Description |
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To use this node create a in an animation clip inside the animator and name it. To retrieve it, add the same event name to the node.
Property | Type | Description |
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Property | Type | Description |
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Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component whose URL will be updated.
URL
string
An input slot for the new URL string to set on the ImageStreamer.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after its URL has been updated.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component which will be linked to a RawImage.
RawImage
RawImage
An input slot for the RawImage component that will display the streamed image.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after it has been linked to the RawImage component.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component, which will be connected to a Renderer.
Renderer
Renderer
An input slot for the Renderer component to which the ImageStreamer will apply the texture.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after it has been linked to the Renderer component.
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component, which will start streaming the image.
Updated Component
ImageStreamer
An output slot that provides the ImageStreamer reference after the play action has been invoked.
x
Float
X component of the Vector.
y
Float
Y component of the Vector.
x
Float
X component of the Vector.
y
Float
Y component of the Vector.
z
Float
Z component of the Vector.
Target | Animator | The input slot for the Animator component that will be listened to for animation events. |
Event Name | String | The input slot for the name of the specific animation event to listen for. |
Target | GameObject | The input slot for the GameObject which is monitored for trigger events. |
Other | Collider | The output slot that will output the Collider that interacted with the target GameObject's Collider. |
Mode | Enum (Dropdown) | A dropdown menu that allows selection of the trigger interaction mode: Enter, Exit, or Stay. |
This collection of OverNodes describes the most common operations, involving basic data types, such as Numerical or Boolean values, and more complex ones, like Vectors and Strings.
These nodes are mainly Plain Nodes, which do not possess any flow port. As such, the result of their execution is on-demand and needs to interact with a Flow Node in order to be executed.
Ref | A reference of the input Unity Collider Component |
Object | GameObject associated to the collider |
Integer Value
Int
Data type representing an int value
Float Value
Float
Data type representing a float value
Boolean Value
Boolean
Data type representing a bool value
Image Streamer
ImageStreamer
An input slot that accepts an ImageStreamer component.
Ref
ImageStreamer
An output slot that provides the reference to the input ImageStreamer component.
URL
string
An output slot that provides the URL from which the ImageStreamer is streaming the image.
RawImage
RawImage
An output slot that provides the RawImage component where the streamed image is displayed.
Renderer
Renderer
An output slot that provides the Renderer component that may be used to render the streamed texture.
Texture
Texture2D
An output slot that provides the Texture2D object being streamed by the ImageStreamer.
x
Float
X component of the Quaternion.
y
Float
Y component of the Quaternion.
z
Float
Z component of the Quaternion.
w
Float
W component of the Quaternion.
Click
Sets the node to be executed when a click is detected.
Press
Sets the node to be executed when a finger press is detected.
Long Press
Sets the node to be executed when a finger pressing for more than 0.5s is detected.
Other
A reference of the input Unity Collider Component of the object touched
Enter | Sets the node to be executed when a physical object enters the Target Collider space |
Stay | Sets the node to be executed when a physical object stays inside the Target Collider space |
Exit | Sets the node to be executed when a physical object exits the Target Collider space |
Other | A reference of the input Unity Collider Component of the object colliding with the Target |
Contacts | ContactPoint [ ] | List of contact points where the collision occurs |
Impulse | Vector3 | The total impulse applied to this contact pair to resolve the collision |
Relative Velocity | Vector3 | The relative linear velocity of the two colliding objects (Read Only) |
Enter | Sets the node to be executed when a physical object enters the Target Collider space |
Stay | Sets the node to be executed when a physical object stays inside the Target Collider space |
Exit | Sets the node to be executed when a physical object exits the Target Collider space |
Other | A reference of the input Unity3D Collider Component of the object colliding with the Target |
This OverNode allows the implementation of while-loops.
This is a Flow Node, in which the flow is divided into two branches, represented by two output flow ports.
The Condition
parameter describes the validity of the condition necessary for the loop to function. While this condition is True
, Body
will be executed. Inside the body resides all the logic of the loop, described as a collection of joined Nodes.
Once the condition is False
, the main branch (upper right port) is resumed, and the loop finishes its computation.
This OverNode allows the implementation of for-loops.
This is a Flow Node, in which the flow is divided into two branches, represented by two output flow ports.
The Count
parameter is used to define how many iterations this Node should execute its Body
. Inside the body resides all the logic of the loop, described as a collection of joined Nodes.
In order to keep track of the progression of the loop, Current Step
keeps track of the current step of the loop.
Once the loop has finished its computation, the main branch (upper right port) is resumed.
This OverNode allows a sub-set of connected Nodes to be grouped up.
This is a Flow Node, in which the flow is divided into two branches, represented by two output flow ports.
The Body
branch represents the entry point of the scope of the Group Node itself, allowing the execution of the following grouped nodes. Once the flow inside the Group is executed, the main branch (represented by the upper right corner port) is resumed.
To better describe the Group Node inside the Graph and its purpose, a Name
parameter could be edited.
The "List Iterate" node provides a loop mechanism to iterate over each element within a list. It receives a list as input and sequentially outputs each element and its corresponding index. The node is essential for workflows that require processing or examining each item in a collection. It automatically triggers the execution of connected nodes for each item in the list and then proceeds to the next operation once the entire list has been processed.
The Conditional nodes provide several operations, specifically used for evaluating boolean properties.
Comparators, much like in the plain coding, allow comparison of diffent data types.
Each of these nodes accept two parameters as input, and provide a boolean output.
Node | Description |
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Operators, like in coding, are essential to implement logical statements, in order to build up more complete boolean conditions.
The number of input parameters vary based on the type of the operator: if Unary
the node accepts only one input, if Binary
it accepts two.
The Quaternion nodes provide several operations, specifically used for handling quaternions.
A quaternion is a vector with four parameters that represent a rotation.
This node is used to expose certain parameters and attributes of a given input Unity , which are:
Name | Type | Description |
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This collection of Nodes are responsible for performing basic useful operations with quaternions.
This collection of Nodes allows for the implementation of interpolation between quaternions.
In both cases, the value T
represents the value used for interpolation: if T = 0
the result will be the first point, if T = 1
the second.
This collection of Nodes allows for simple mathematical operations between quaternions.
The Vector nodes provide several operations, specifically used for handling vectors.
This node is used to expose certain parameters and attributes of a given input Unity 3D , which are:
Name | Type | Description |
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This collection of Nodes are responsible for performing basic useful operations with vectors.
This collection of Nodes allows for the implementation of interpolation between vectors.
In both cases, the value T
represents the value used for interpolation: if T = 0
the result will be the first point, if T = 1
the second.
This collection of Nodes allows for simple mathematical operations between vectors.
The following are used to interact with the web.
This node allows users to open URLs to external resources, such as web pages.
The "Web Request" node is designed to send HTTP requests from within the Unity environment. It supports GET and POST methods, allowing for data retrieval and submission to web services. Headers and body parameters can be specified, and the node outputs the success status of the request as well as the response text in JSON format. An execution flow is triggered upon completion of the web request, facilitating asynchronous operations and handling of the response data.
The "Form Field" node is utilized to construct or modify form data within a web request. It allows for the addition or updating of key-value pairs in a form, which can be sent as part of an HTTP POST request. This node can be used standalone to create a single form field or chained with other "Form Field" nodes to construct more complex forms. It is particularly useful when combined with the "Web Request" node to dynamically build the body of an HTTP request.
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List
IList
An input slot for the list to be iterated over.
Body
OverExecutionFlowData
An execution output that triggers the connected nodes for each iteration over the list.
Current Index
int
An output slot that provides the index of the current element being processed in the list.
Current Element
object
An output slot that provides the current element from the list being processed.
Not | Unary | Returns the opposite of a given boolean input |
And | Binary | Returns |
Or | Binary | Returns |
XOr | Binary | Similar to Or, but it returns |
Angle | Calculates the angle, in degrees, between two rotations |
Angle Axis | Creates a rotation which rotates angle degrees around axis |
Dot | Dot Product of two rotations |
Euler | Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis; applied in that order |
Lerp | Interpolates between two rotations and normalizes the result afterwards |
Sphere Lerp | Spherically interpolates between two rotations and normalizes the result afterwards |
Quaternion Combine | Combines two rotations (i.e. applying the two rotations in sequence) |
Angle | Calculates the angle, in degrees, between two vectors |
Distance | Returns the distance between two vectors |
Dot | Dot Product of two vectors |
Normalize | Makes this vector have a magnitude of 1 |
Cross | Cross Product of two vectors |
Magnitude | Returns the length of this vector |
Max | Returns a vector that is made from the largest components of two vectors |
Min | Returns a vector that is made from the smallest components of two vectors |
Scale | Multiplies two vectors component-wise |
Lerp | Linearly interpolates between two points |
Sphere Lerp | Spherically interpolates between two vectors |
Vector Sum | Returns the sum of two vectors |
Vector Subtraction | Returns the subtraction of two vectors |
Vector Multiply | Returns the multiplication between a vector and a float scalar |
Vector Divide | Returns the division between a vector and a float scalar |
Concat | Combines the values of two strings into one |
Length | Returns the length of the input string |
Contains | Checks whether the string provided contains a specific substring or not |
Is Null or Empty | Returns |
To String | Transforms a generic object into a sting |
String To Bool | Convert the string to a boolean value. |
String To Float | Convert the string to a float value. |
String To Int | Convert the string to a int value. |
Url | String | Url pointing to a specific resource. |
Form | Dictionary<string, string> | An input slot that takes an existing form as a dictionary to which a new key-value pair will be added or an existing key will be updated. |
Key | string | An input slot for the key of the form field. This defines the name of the form element. |
Value | string | An input slot for the value of the form field. This is the data or content associated with the key. |
Resulting Form | Dictionary<string, string> | An output slot that provides the resulting form with the new or updated key-value pair. It can be connected to other nodes to further build upon the form data. |
Header | Dictionary<string, string> | Allows for the input of request headers as key-value pairs, which can modify the HTTP request sent. |
Body | Dictionary<string, string> | Used for inputting parameters for the request, which can be used in the query string of a GET request or the body of a POST request. |
On Complete | An execution output that triggers the next node in the flow once the web request is completed. |
Success | bool | An output that indicates whether the web request was successful (true) or encountered an error (false). |
Text | JSONNode | An output that provides the response text from the web request, parsed as a JSON node for easy access to data. |
Endpoint | string | An editable field where the endpoint URL for the web request is specified. |
Type | enum | A selectable dropdown that allows the selection of the HTTP method for the request, either GET or POST. |
Equal | Returns |
Not Equal | Returns |
Greater Than | Returns |
Greater than Equal | Returns |
Lesser than Equal | Returns |
Lesser Than | Returns |
x | Float | X component of the vector |
y | Float | Y component of the vector |
z | Float | Z component of the vector |
w | Float | W component of the vector |
x | Float | X component of the vector |
y | Float | Y component of the vector |
z | Float | Z component of the vector |
The Math nodes provide several operations, specifically used for evaluating simple mathematical tasks.
These nodes accept only one numerical parameter, to produce a numerical result.
Node | Description |
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These nodes accept two numerical parameters, to produce a numerical result.
These nodes are used to clamp the value of given numerical values, to give them an approximation.
These nodes are used to implement simple operations involving angles.
This node is used to generate new random numbers in an inclusive range, from a min to a max value.
To ensure a single Random number is generated at a given time, this OverNode needs to be part of an execution flow.
Those nodes are used just to get easily the well-known constant values
This collection of OverNode represents some primitive operations used to store some simple data locally, later to be used.
The "Has Saved Value" node is used to check if a certain key has an associated value in the saved data. This node is typically connected to a local save file and it takes a key as input and outputs a boolean indicating whether the value for that key exists. This can be particularly useful to check for saved settings, player progress, or any other persistently stored value.
The "Save Value" node is utilized to store a key-value pair locally. It receives a key and a value as inputs and attempts to save this data. If successful, the data is stored and can be retrieved later, even after the application has been closed and reopened. This node is critical for creating save systems, storing user preferences, or keeping track of game states.
The "Get Saved Value" node retrieves the value associated with a specified key from a local storage This node is essential for accessing saved data such as user settings, game progress, or preferences. If the key exists in storage, the node outputs the corresponding value as a string. If not, an error is logged indicating the key was not found.
The List nodes provide several operations, specifically used for handling Lists in Over SDK.
To use Lists, an OverList Component is required. It allows to define a custom list, ready to be used in the Visual Scripting System. The main parameters to be customized are:
The most basic kind of operations applicable to lists do not require Flow Nodes:
These nodes are responsible for implementing common list operations that require Flow Nodes to operate:
These nodes are responsible for implementing more advanced list operations that require Flow Nodes to operate:
These nodes are responsible for implementing boolean list operations that require Flow Nodes to operate:
The following OverNode are used to manage JSON data.
The "Has Key" node checks if a specified key exists within a JSON object. It takes a JSONNode and a string key as inputs and returns a boolean result. This node is particularly useful in parsing JSON data, allowing the user to verify the presence of data before attempting to access it, thus avoiding potential errors in the data handling process.
The "Get JSON Value" node is designed to retrieve a value from a JSON object using a specified key. It accepts a JSONNode and a key as inputs and outputs the corresponding value as a JSONNode. If the key does not exist within the JSON object, a warning is logged, and the node outputs null. This node is essential for extracting specific pieces of data from JSON structures, particularly when handling responses from web services or parsing JSON data files.
The "Set JSON Entry" node is used to modify or add a new key-value pair to a JSON object. It accepts a JSONNode, a key, and a value as inputs. The node updates the JSON object with the new value for the specified key or adds the key-value pair if the key does not exist. The result is an updated JSON object. This operation is fundamental when manipulating JSON structures, such as configuring settings, updating data, or preparing payloads for web requests.
Variables are, by definition, data structures holding a specific value that can be edited during runtime.
Each variable is defined by its name, type, and scope inside and .
In general, variables can be distinguished into two main categories:
GLOBAL: Variables having the widest scope possible, that can be accessed by every script in a Scene. is responsible for handling global variables and it is the only place in which they can be defined
LOCAL: Variables that have their scope limited only to a specific , in which they are defined and reside. Local variables cannot be referenced by a different script.
Once a variable is correctly defined, a variable is listed in the Graph. A variable can be presented in two kinds of nodes, depending on its usage:
GET Node: a Plain Node whose purpose is to deliver the current value of the variable.
SET Node: a Flow Node whose purpose is to edit the value of the variable.
A variable may be defined for any type of object. It is therefore possible, thanks to variables, to interact with any component associated with objects in the scene.
This is used to implement a countdown functionality.
This is a Flow , in which the flow is forked into two separate branches, represented by two output flow ports. A Seconds
numeric value needs to be provided representing the ammount of time needs to pass in order to proceed.
The On Time Still Remaining
branch directs the execution flow to a sub-part of the Graph as long as the Time Remaining
value is greater than 0.
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Name | Type | Description |
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Name | Type | Description |
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Addition
Returns the sum of the inputs
Subtraction
Returns the value of the first input minus the second
Multiplication
Returns the multiplication result of the inputs
Division
Returns the division of the first and the second input
Module
Returns the module between the first and the second input
Power
Returns the value of the power function, where the first input is the base and the second input value is used as the exponent
Min
Returns the lesser value between two inputs
Max
Returns the greater value between two inputs
Floor
Returns the closest integer value, less than the input provided
Ceil
Returns the closest integer value, greater than the input provided
Clamp
Returns the value between a given minimum and maximum values. Returns the given input as is, if it is within the minimum and maximum range
Sin
Returns the sin value of the given input
Cos
Returns the cos value of the given input
Tan
Returns the tan value of the given input
ArcSin
Returns the arcsin value of the given input
ArcCos
Returns the arccos value of the given input
ArcTan
Returns the arctan value of the given input
Deg to Rad
Return the value converted to radiants
Rad to Deg
Return the value converted to Degrees
Pi
Returns the Pie value
Epsilon
Returns a tiny floating point value
Infinity
Returns a rapresentation of positive infinity
Neg. Infinity
Returns a representation of negative infinity
Key
string
An input slot for the key whose presence in the saved data is to be checked.
Has Value
bool
An output slot that provides a boolean result; true if the key has an associated saved value, false otherwise.
Key
string
An input slot for the key under which the value will be saved.
Value
string
An input slot for the value to be saved in association with the specified key.
Key
string
An input slot for the key whose value is to be retrieved from the saved data.
Value
string
An output slot that provides the value retrieved from the persistent storage for the given key. If the key does not exist, the output will be null.
Type
Enum
The type of the elements contained in the List.
Elements
List
List of elements contained in the List.
Length
Returns the total length of the list
First
Returns the first value of the list
Last
Returns the last value of the list
Add
Adds an Element to a List (it must be the same type of the list type)
Remove
Removes an Element to a List (it must be the same type of the list type)
Clear
Clears the entire List from it's Elements
Get At
Gets an Element from the List at given Index
Index Of
Returns the Index of a given Element of the list (-1 if the element is not in the list)
Insert At
Insert an Element at a given Index
Remove At
Remove an Element at a given Index
Range
Selects a subsection of a List
Reverse
Returns the reversed version of the List
Index Of
Returns the Index of a given Element of the list (-1 if the element is not in the list)
Contains
Checks if an Element is contained in List
JSON
JSONNode
An input slot for the JSON object in which the presence of the key will be checked.
Key
string
An input slot for the key to be checked within the JSON object.
Result
bool
An output slot that provides the result of the check; true if the key exists, otherwise false.
JSON
JSONNode
An input slot that receives the JSON object from which the value will be extracted.
Key
string
An input slot for the key corresponding to the value to be retrieved from the JSON object.
Result
JSONNode
An output slot that provides the value associated with the input key from the JSON object, or null if the key is not present.
JSON
JSONNode
An input slot for the JSON object to be modified or added to.
Key
string
An input slot for the key of the JSON entry to set or update.
Value
string
An input slot for the value to be associated with the specified key in the JSON object.
Updated JSON
JSONNode
An output slot that provides the JSON object after the key-value pair has been set or updated.
Absolute
Returns the absolute value of the input
Exp
Returns the value of the exponential function, where the input value is used as exponent
DeltaTime
The interval in seconds from the last frame to the current one
Time
The time at the beginning of this frame. This is the time in seconds since the start of the application.
Fixed
The time since the last FixedUpdate started.
FixedDeltaTime
The interval in seconds at which physics and other fixed frame rate updates are performed.