Jump to content
  • Advertisement
Sign in to follow this  

Unity dynamic logic/behaviour connections

This topic is 2160 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I really dont know how to better frame my threads topic, so i hope this will do (willing to change it if someone has a suggestion).

i saw today's IOTD (http://www.gamedev.n.../_/flowlab-r307), and remembered that UE4 has something similair when i watched one of their feature videos.
It's this thing where you visually connect different components/events one to another so they run in sequence of just send their update result to the next one in chain, which is dynamically reconnectable.
My question is, does that have some name by which i could find more info on it?
and also, how would you implement something like that in c++? i have some idea on how to start, but always fall short on the connection part. sure, i could make a dozen small event classes that take certain parameters, but i've got no idea how to make any component connectable to any other component.

thank you smile.png

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!