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guntrumm edited this page Mar 4, 2023 · 1 revision
  1. Graph assets are simple ScriptableObjects and everything will be fully serialized. In our pipeline we will still convert these representations to the specific use case but in theory you could use a graph asset directly on runtime.

  2. The Graph Editor is intended for editor usage ONLY. We are operating with Unity's serialization system under the hood. So while you can use graph assets in a runtime scenario, you can't use the graph window for runtime processes.

  3. We make heavy use of Unity's ability to serialize managed references. With this we don't need child/sub scriptable objects and can serialize everything (that implements INode) into one object.

  4. You can customize the graph behavior by changing the GraphSettings.

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