Installation
Download and import plugin unitypackage from the Asset Store. After installation all plugin components it will be located in ”%ProjectFolder%/Assets/uNode” folder. Plugin options will be located in ”%ProjectFolder%/uNodeData” folder.
Note: After importing uNode whether you first install or updating you will need to restart Unity Editor to properly initialize uNode.
Updating uNode
If you are updating or re-installing uNode into a Unity project where uNode was already being used, it is recommended that you perform a clean re-install of uNode as detailed below.
Note! – Please be sure you have fully backed up your Unity project before attempting any updates.!
Performing a Clean Re-Install of uNode
A clean re-install is when you delete the root uNode folder before importing the latest uNode.unitypackage file into your Unity project.
This is the recommended way to update uNode because we may have changed or deleted old files and Unity’s package system will not remove files when installing a new package over an old one. This can lead to old or conflicting files that can cause issues.
Please follow these steps to do a clean re-install:
- Load your Unity project(s) using uNode and delete the root “uNode” folder in your “Project” tab by right-clicking it and selecting “Delete” from the context pop-up menu.
- You can now re-install uNode.
Updating from v1.8.x to v2.x
Please note before upgrading there’s some changes:
uNode Spawner
Previously in uNode Spawner you can assign a ‘main object‘ for which the graph to run and will have self main object when you’re not assign it but now you can only run it on the a self game object that’s contain the spawner.
uNode Runtime
In v1.9 you can’t change the inherit type so uNode Runtime will always inherit from MonoBehaviour. And now you can’t individually compile it into script, you must use ‘Generate C# Script’ from the menu to compile it into script. And we now disable some feature that are only work on pure c# like the modifier and attribute. Also if you mainly use uNode Runtime to only generate c# script you can convert it into uNode Class to get pure c# script.
Let’s Updating:
You have to Clean re-installing uNode v1.9 and you’ll have a missing script in your project after updating it.
To fix it, simply clicking ‘Fix Missing Script’ in the menu ‘Tools > uNode > Fix Missing Script’ and wait some time to finish.
-You have done upgrading.
Migrating Serialization from Full Serializer to Odin Serializer
In version 2, uNode uses Odin Serializer which is more fast than the Full Serializer so this will give a significant performance improvement in both runtime and the editor. We have build to migrating from old data ( Full Serializer ) to new data ( Odin Serializer ) is seamlessly and carefully to ensure no data should be lost when migrating.
By default uNode doesn’t migrating old data to new data unless you’re opening the graph and save it.
Migrating to new data is needed if you’re using Runtime graph and easier way to migrating data on all graphs is by using menu: ‘Tools > uNode > Migrate Project Serialization’ and wait some time to finish. If you have a graph that’s live in the scene instead of prefab, you will need to manually migrating it by opening the graph and save the scenes.