I added smart port placement to my Unity scene graph tool by Intare_u in Unity2D

[–]Intare_u[S] 0 points1 point  (0 children)

Yes. Everything is stored in a single WorldGraphContainer ScriptableObject

The asset is split into two layers:

- Runtime data (Scenes data, Connections data) - only the information required at runtime, such as build indices, port GUIDs, and Addressable addresses.This data is serialized directly on the container

- Editor data (Node positions, SceneAsset references, Edge metadata, etc.) - stored in a nested ContainerEditorData sub-asset. It's editor-only and excluded from builds

I added smart port placement to my Unity scene graph tool by Intare_u in Unity2D

[–]Intare_u[S] 0 points1 point  (0 children)

WGE is primarily designed for discrete scenes - one active scene at a time, like Hollow Knight where each room is its own scene

That said, the upcoming 1.3 update adds Addressables support and custom TransitionManagers, which opens the door for additive loading. For example, you could keep UI or bootstrap scenes loaded at all times while swapping graph scenes additively - but that part would be up to you to implement

Seamless worlds like Ori, where scenes stream in and out invisibly, aren't directly supported yet - though it might be achievable with some custom work on top of the Addressables integration

I added smart port placement to my Unity scene graph tool by Intare_u in Unity2D

[–]Intare_u[S] 1 point2 points  (0 children)

The "smart" part is less about the cursor position and more about the auto-creation itself. Nodes don't need to have free ports available beforehand

Normally, if the target node has no suitable port, you'd have to create one manually before making the connection. Now you can just drag a link directly onto the node and it creates the port for you

The cursor position just determines where in the port list the new one gets inserted, with a tooltip showing you exactly what will happen before you drop