Project Name | Stars | Downloads | Repos Using This | Packages Using This | Most Recent Commit | Total Releases | Latest Release | Open Issues | License | Language |
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Puerts | 3,828 | 20 hours ago | 169 | other | C++ | |||||
普洱TS!Write your game with TypeScript in UE or Unity. PuerTS can be pronounced as pu-erh TS | ||||||||||
Xnode | 2,713 | 3 months ago | 70 | mit | C# | |||||
Unity Node Editor: Lets you view and edit node graphs inside Unity | ||||||||||
Node_editor_framework | 1,930 | 3 years ago | 11 | mit | C# | |||||
A flexible and modular Node Editor Framework for creating node based displays and editors in Unity | ||||||||||
Nodegraphprocessor | 1,509 | 8 months ago | 56 | mit | C# | |||||
Node graph editor framework focused on data processing using Unity UIElements and C# 4.6 | ||||||||||
Mixture | 816 | 4 months ago | 11 | mit | C# | |||||
Mixture is a powerful node-based tool crafted in unity to generate all kinds of textures in realtime | ||||||||||
Unityoctree | 652 | 2 years ago | other | C# | ||||||
A dynamic, loose octree implementation for Unity written in C# | ||||||||||
Nodebaseddialoguesystem | 597 | a month ago | 6 | mit | C# | |||||
Node Based Dialogue System for Unity | ||||||||||
Shader Graph Nodes | 430 | 2 years ago | 4 | mit | C# | |||||
Custom Nodes for Unity Shader Graph | ||||||||||
Socket.io Unity | 342 | 5 years ago | 37 | |||||||
socket.io client for Unity, power game client with node.js back-end | ||||||||||
Entitiesbt | 313 | a year ago | 4 | mit | C# | |||||
Behavior Tree for Unity ECS (DOTS) framework |
Framework for Unity that includes
The statemachine editor allows you to create statemachines that can be used to drive logic in your project or be used for things like branching dialgoue. Statemachines are serialised to text assets (as xml) and they support cross scene references for gameobjects/components so can control your games flow whilst it loads / unloads different scenes.
Different types of states are supported:
The node graph editor allows you to create node graphs that can be used to drive animations, blend values on materials, change light colors etc and are easily extendible to add your own nodes. Node graphs are likewise serialised to text assets (as xml) so can be reused throughout your project.
The component that runs the nodegraph can pass it unique data values via 'input nodes'. This means for example the same node graph that idly oscillates an object (eg a floating rock) can be reused on different objects each with different values for oscillation height and speed - you dont have to change the node graphs, instead simply use different input values on the component.
Node graphs can also have output nodes which allow them to be chained - one Node Graphs output can be hooked up to the input of another. This allows controlling a load of nodegraphs from one single one, eg controlling a scenes lighting and post effects based on a parent nodegraph that outputs the suns position in the sky.
The Localisation system allows you to use localised strings as properties, or on Text or TextMesh components, or directly and edit them using a simple fast editor. It supports variable replacement either per string or globally (any global variables will automatically get replaced in all strings).