In uNode there are two graph kind:
The C# Graphs are designed to create a pure c# scripts, this allow you to create from game logic to editor extensions but like its name the c# graphs can only be used and run / executed by compiling it into c# scripts.
Here is the graph that is categorized as C# Graphs:
- C# Class / uNode Class
To generate C# Classes which support variable, property, function, generic function, generic class, modifier, interface, class inheriting and attributes.
- C# Struct / uNode Struct
To generate C# Struct which support variable, property, function, generic function, generic class, modifier, interface and attributes.
Unlike C# Graph, the Runtime Graphs can be referenced by other graphs directly without needed you to compile it into c# scripts. Runtime Graph can be run in both reflection and native c#. When the graph is not compiled, the graph is run with reflection which is slow compared to native but allow you to live edit it in playmode. And if it has compiled the graph will run with native c# which give you a performance boost but this doesn’t support live edit graph.
Here is the graph that is categorized as Runtime Graphs:
- Class Asset like a c# script that inherit from ‘ScriptableObject’
- Class Component like a c# script that inherit from ‘MonoBehaviour’
- Class Singleton just like static class in c#
- uNode Runtime just like Class Component Graph but cannot be referenced with other graphs directly and this is the only graph that can be created in Scene