FAQ


The connection line and the node overlap and it is difficult to see the connection status

By using the reroute node, you can adjust so that the connection line and the node do not overlap.

StateLink’s reroute node

Create reroute node

  • Drag and drop StateLink to the position where you want to create a reroute node.
  • Select “Reroute” from the menu.
GIF

Insert reroute node

  • Mouse over the already connected connection line and right click.
  • Select “Reroute” from the menu.
GIF

Edit direction of reroute node

  • Select reroute node.
  • Drag direction icon.
GIF

Data Slot’s reroute node

Create reroute node

  • Drag and drop DataSlot to the position where you want to create a reroute node.
  • Select “Reroute” from the menu.
GIF

Insert reroute node

  • Mouse over the already connected connection line and right click.
  • Select “Reroute” from the menu.
GIF

Edit direction of reroute node

  • Select reroute node.
  • Drag direction icon.
GIF

I would like to call a component method

SendEventGameObject

By using the StateBehaviour of UnityEvent, simple method calling is possible.

Arbor Reference : SendEventGameObject

Please note that due to the UnityEvent specification, there are multiple arguments or there are restrictions on supported argument types.

Also, there is no function such as receiving complicated methods and arguments in the data input slot (as of Arbor 3.2.0)

Method calls officially supported by Arbor will be supported in future updates.

Exmaple

Change the rotation by calling Transform.LookAt at the timing when the state is started

Unity problem related

[Before 2017.3] Enum type field with System.Flags attribute is not set correctly

Due to a problem of EditorGUI.EnumMaskField and EditorGUILayout.EnumMaskField, if the bit flag value is not continuous, the value set in the GUI will be different from the actual value.

Unity Issue Tracker : EditorGUILayout.EnumMaskField does not support having 0 valued consts

Solution

  • Use Unity 2017.3 or later.
  • When using before Unity 2017.3, use only consecutive bit flag values.

Example

[System.Flags]
public enum ExampleFlags
{
	// None = 0, // There is a problem: values after this shift
	FlagA = 1,
	FlagB = 2,
	FlagC = 4,
	FlagD = 8,
	// FlagAA = 64, // There is a problem: the value set from the GUI is treated as 16 (next bit of FlagD)
	// FlagAB = FlagA | FlagB, // There is a problem: FlagAB is interrupted before FlagC, and the value differs from the display after FlagC
}

[Before 2017.3] ArborEditor does not reflect the color of Playmode Tint

It is a problem of Unity.

It has been fixed in Unity 2018.3.

Editor: Fixed the editor playmode tint when using UIElements. (1018617)

When nodes overlap, cursor is changed by TextField etc. of lower node

It is a specification or a bug of Unity.

Can I use it for content that needs rating (age limit etc)?

Arbor 3 can be used for content that needs to be rated (such as age limit).

However, as a result of using it, caitsithware will not be responsible for the content expression.

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