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License: MIT License
Creative coding library for Unity
License: MIT License
Make the node view pannable with middle mouse button drag or alt + mouse drag.
Using klak wiring as it without extra coding, is there any easy way to change materials or textures directly in runtime by events?
I really like this lib and the Wiring stuff especially. I'm using KeyInput in a project and I'm finding that I actually want to add listeners for some events in code rather than the inspector and currently they are inaccessible. I'm going to add a getter for KeyInput's _valueEvent for now, but I'd love it if the lib here on git could expand to allow this kind of usage.
Hi, I got an Error when building my game.
I have oscKlak as an extension running and no messages are comming in in the build version.
Then i checked the Platform unter Klak/Extension/Runtime/Klak.Extensions. After that I get an error:
Assets\Klak\Math\Runtime\Tween.cs(25,12): error CS0234: The type or namespace name 'VectorMathExtension' does not exist in the namespace 'Klak' (are you missing an assembly reference?)
Can anybody help? :)
I'm not sure what the best way is, but the current style of the node box is too bulky. It should be slimed down.
Hooked up my scene to have faders that track my knobs in the OP-Z.
I have set up the Drag Event Input to a Knob Out and I thought this was also carried to iOS touch control but I was wrong. When I use the Mouse Button Input I don't get the same results. What's the correct way to set up a drag event input with touch controls?
Thanks!
Hi,
I have problems with mouse input and axis rotation.
I have both x and y output to 2 different Axis Rotation angle input.
I tried sending them both to 1 and 2 different Transform out for rotation on different axis.
But only one mouse input works, i.e. only one rotation axis.
What is the correct way to achieve tahat ?
When fractal goes to 0 in brownian motion, there is no movement.
How can I achieve a Sine perfect movement?
Thank you!
If a Patcher window does not already exist in the Editor Layout, an error is thrown in the Console when using the "Open Patcher" button in the Scene:
System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
The issue goes away if a tab in the Editor is the Patch object. This is in 5.4b22 and it does not crash the scene, just an annoying error message.
It's a little bit tricky to select a target of the generic out nodes (EventOut, FloatOut, VectorOut, etc.) with the current implementation... it needs drag-and-drop between two inspectors. To make this operation easier, the generic out editors should have a "target component" drop-down list.
Hello,
I was curious if it would even be possible to bind sliders and toggles in UIelements to Klak objects?
https://docs.unity3d.com/Manual/UIE-Binding.html
Apparently as long as it is serialized, it can be bound to things within UIelements.
Should I give up on this idea?
"I think it's possible, but it would be better to implement a mediator classes like KlakUI: https://github.com/keijiro/KlakUI"
Originally posted by @keijiro in #42 (comment)
How exactly would I go about connecting UIelements and KlakUI objects?? - I'm lost because UIelements don't reside as game objects in the hierarchy, So I cant sort out how to connect the two. I wish there was some kind of easy binding system like Klak that worked for connecting all things in Unity..
Klak.Wiring doesn't have an integer accessor. It might be nice to have.
In the current implementation, wires (connection between nodes) are dawn with very thin lines. They're not only difficult to click, but also hard to see if they're selected.
Hi I’m loving using this system exsoecially with lasp.
I’m just wondering how hard it would be to create a node that applies a value to a list of geometry with time delay or something similiar. Eg. A row of cubes and the first cube is a master and the others are slaves and copy the motion or inputs on the first but with time offset etc.
In both "Random Walker" and "Smooth Follower" the Mesh in MeshFilter component is missing.
I have problems with the teapot model.
ImportFBX Errors:
Couldn't import file > /Users/solkar/Developer/Samples/Unity/_keijiro.github.io/Klak/Assets/Test/Teapot.fbx.
File is corrupted (or invalid)
Reported from a user.
When you move a mouse cursor to an opened Patcher window with ‘No patch is selected’ then Inspector is being reset.
First, thanks for this awesome tool!
I noticed that in BrownianMotion.cs, you create two new Vector3 on every frame. You will save a lot of memory, if you define private Vector3 variables and just use them every time. This is a real saver on mobile, on Desktop probably it won't be such a problem.
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