As per @julien-moreau’s request, I’ve compiled some feedback on the Visual Scripting/Graph Editor in the Babylon Editor. (I’ve included both names just for future researching’s sake)
Starting off with the positives.
Since this is a visual scripting interface I wanted to point out that I am REALLY enjoying the visual aspect of this editor.
- Being able to see which part nodes are currently active is awesome!
- The banner turning red or green based on it having all the inputs it needs to function is very helpful
- I like having the ability to categorize the nodes by shape, color, and with groups. This will be invaluable for larger graphs.
- Having all the components necessary for testing (Preview, Logs, Inspector, etc.) in the Editor window really speeds up the process of creating graphs.
- I like that inputs will not connect to an output if it is the wrong type (or at least that’s what it appears is happening).
- I like that there is a large collection of nodes already that can be researched either through the List of Available Nodes, or by researching the terms on the node.
Next up, some unexpected behavior.
- Clicking “Load From…” in the File menu seems to act as a Save button instead. No other window pops up to select a file, and the “Saved” message appears at the top right.
- I might have been using it wrong, but the Multiply Node didn’t give me expected results.
Whichever number is plugged into the “a” input gets multiplied by itself, rather than the number in the “b” input.
- Clicking on the arrows to set values in nodes updates the value in the Inspector; however, typing the value on the node does not.
- Inversely, changing a value in the Inspector does not update the value on the node.
- I’m not entirely certain how the Debugger works, but after adding one to my Graph, the Call Stack window still didn’t activate.
Lastly, here are a couple of features/nodes I think would be helpful.
- Undo functionality
- Scale Mesh Node: I could only find scaling in the Mesh Transform node, but since Translate and Rotate have dedicated meshes, I figured Scale should as well.
- A tween/interpolation node where an action happens over time. (Move to this position over 5 seconds, fade in this sound over 2 seconds, etc.)
- The Time node from the docs sounds useful.
- Easing functions similar to these
- Ability to have two different inputs trigger one node. Currently, they override each other, and I wasn’t able to connect the Or node since it didn’t have the right output to start the next node.
- Nodes pertaining to materials could be useful. Change material, material parameter, or texture input (I know this is getting a bit close to the Node Material Editor realm)
- Similar to how you can press Ctrl + Space in the Playground and get common code snippets, a Graph Editor equivalent could be really helpful for quickly getting up and running. Even if it was the same list, or a simplified version of the Playground list, I think that would be awesome.
That’s all I have for now!
As always, thanks for the awesome work you do on improving the Editor.