cool. I know C#, just never messed with any visual scripting stuff before. Thanks for tutorial vid
Thankyou Flu(X). Would it be possible to produce a video which explains sync and async processes and how to use them, please?
ua-cam.com/video/BFI8FnufsE8/v-deo.html
(but seriously, ty for the tutorials)
How are you making those nodes??? I can open the menu and look at the list, and I can point at the list entries and press every button on my Quest 3 controller, and nothing happens. :-(
Edit: You point at a node, double-tap trigger, and a label will appear floating above the tool. Point at a non-interactable space, and double-tap trigger again.
(Edit 1.5: Kept watching, and you explained this at 8:55.)
I just wasted an hour trying to figure out how to multiply two numbers together. Every time I find a list of nodes that sounds like it might be useful, I have no idea how I got there. I can go "back", but it just drops me in a new list, with no indication of where I came from. This is the most frustrating interface since the command line.
Edit 2: I multiplied two numbers together!!! The simpler and more useful a node is, the deeper you'll have to go to through menus find it, to guarantee your programming takes as long as possible. I think multiply was something like double-tap Math, scroll all the way to the bottom by pointing at the list, holding trigger, and swiping up, double-tap Multiply, scroll all the way to the bottom, double-tap Multiply Value, scroll through a long list of formats, find the one you want (don't get it wrong or you'll be repeating this! Edit3: You explained at 10:07 that either datatypes or vector sizes are inferred, not sure which), double-tap the trigger, point at empty space, double-tap trigger again. I could have literally typed code on a VR keyboard 10X faster than using these menus.
You dont have to find the correct type, you can generally choose any of them, the nodes will try to auto convert when hooked up to a different datatype.
The current nodebrowser is very much a placeholder though, Also it is planned to support WASM.
@@Proto_Flux Huh. I actually know how to program WASM bytecode (I memorized the hexcode ops when it came out years ago). I don't see how you could use it in a node-like interface though, it's all stack based.
@@jonmichaelgalindo You'll just be able to write web assembly.
Which will allow for custom behaviour up to things like adding your own support for custom hardware
@@Proto_Flux No way. There's no way they'll get something like auto-complete working with that... There will be no way to target world components. No way to manage assets. And its compiled, so there's no way to handle auto-updates that break whatever API they implement. What they need is a game engine IDE with a scripting language.
Don't get me wrong, I absolutely love that Resonite exists. Just found it a week ago. I'm 20% inspired to go make my own open source VR social game engine, 80% leaning toward investing time in Resonite. It is a seriously impressive vision they've hacked together here.
@@jonmichaelgalindo It very much is possible and planned
github.com/Yellow-Dog-Man/Resonite-Issues/issues/1211
you went through everything perfectly and answered all my questions, themkuu
Glad it helped ya!