Comments (1)
Hello,
First, loading the graph can be made using standard unity loading functions such as Resources.Load, you'll then have access to the graph API to set external parameter or change some settings in your graph.
Then to be able to run the graph, you need a Processor. By default all the graphs uses this simple processor: ProcessGraphProcessor.cs it only supports traversing all the nodes in the graph and executing them. But there is an API to create your own processor: https://alelievr.github.io/NodeGraphProcessor/api/GraphProcessor.BaseGraphProcessor.html.
Here's a simple example of how the processor is used to process the graph:
https://github.com/alelievr/NodeGraphProcessor/blob/master/Assets/Scenes/RuntimeGraph.cs
There is a second graph processing algorithm in this repo which executes nodes conditionally (following a flow of conditional nodes like unreal blueprint system), here's the source file:
https://github.com/alelievr/NodeGraphProcessor/blob/master/Assets/Examples/ConditionalGraph/ConditionalProcessor.cs
As you can see the code is more complicated because there are several cases to handle branching and loops, I suppose you can take this as example to "jump" into the execution of some nodes.
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from nodegraphprocessor.