#MaterialPropertyBlock for uVS -> Anyone knows how to get this working? I can't find the node
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Material Property Block ( )
I need this function to start using shader graphs for my characters, apply color to their skin/armor based on status/hit effect...
so they stay independent, and not "change them all" at once...
but i can't find this node :\
in c# it's supposed to be:
MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock();
but in uVS there's nothing like that
Add MaterialPropertyBlock to the type options and regenerate the nodes
ugh - why are some of these useful things "hidden" by default :\
if you mean the nodes then size of UVS will increase alot if they try to include everything. But if you mean the type options that's technically not hidden
Yeah i mean the types, as i think namespaces "using unity.engine" is already there - if thats what c# at the start means haha...
UVS should have a fuzzy finder warning: node you are looking for is not currently added in the type nodes
this popped up into my head for that idea
err can you elaborate? what's that?
basically allows you to auto add namespaces in unity by giving it an assembly inside of unode,from what i recall uvs has something similar but its not automatic correct?
I have no idea if uVS has a setting like that, to auto-add - mainly because it requires regenerate nodes when something is added ? O_o
yea as far as i know you need to specifically add in the type you need then regenerate
yeah, but the problem is that if you are a noob (like me) - you search in fuzzy finder and thing it doesnt exist or a typo. not imagining OH i have to add it first. that's why a suggestion msg in there, would help.
it works just like netflix when you search a movie and it still shows it, but you cannot see it because its not added 😛
Yes but keep in mind such a feature can have big overhead in slowing the project down as well
Yeah exactly since the point is reduce how much types visual scripting has access to, this feature would require all types any way so the Type Options would not be necessary but it would slow the project down
hmm so what other alternative could exist to warn new users that there are more nodes than those in fuzzy when added?
cause seriously ive been studying this ultra hard mode, and took me weeks to find out nodes exist but are hidden at first O_o
and i still find some things are not there, and about to blame uVS for that lol
I mean it could help to have the type options in the graph like a extra side bar that you can hide that way you have access to it from the start
yea like the using statements
Hmm? Not in project settings but within graphcs blackboard / inspector?
In c# you write on top what you want to use... I think.
Ive been wondering if uVS speeds up if we disable most of type nodes that are not going to be used... Less clutter in fuzzy finder as well.
Ive found that limiting results to 10 (from 100 or 200 default) makes it super fast to search. I barely look beyond 5th result
Yeah showing it similar to the Graph Inspector.
Then at that point it's possible to remove type options entirely and instead make each graph's types separate to each graph similar to C# how you add what you want to use at the top, making the node search alot faster and keeping all within the graph so everyone know about it