Allow Node renaming so that they can be distinguished in the debugging
Closed this issue · 10 comments
Or you dont even have to rename the nodes in the editor,just add a label for the debugger.
What if i just put function name that the task calling in the node ? Is it make more useful ?
Yeah thats the way it works in the editor,so i think it would work.
You can add that to all nodes that are referencing a function,like priority condition as well.
Could you also put the parameters that they are passing,if its not a big problem,like in the brackets or something?
it fixed by 1.1.2-alpha
Awesome,way better now.
Thanks for being so fast to fix issues.
This addon rivals the Behavior Designer in Unity.Keep up the good work!
Btw why dont you publish on Asset Library?
The addon will get more attention that way.
It still missing something and i don't know what it is. Maybe some more input can make it better. Can you help me publish it in asset library ?
Ill report if I find something that you can input.
https://docs.godotengine.org/en/stable/tutorials/assetlib/uploading_to_assetlib.html
I found this link that says how to publish on the Godot Asset library and the requirements. I don't have much experience in add-on development and publishing. With what exactly you need help with?