Search Issue Tracker
Third Party Issue
Votes
0
Found in [Package]
1.8.0
1.9.2
Issue ID
UVSB-2540
Regression
No
Value passed between nodes in the Visual Scripting Graph is not displayed when in the Play Mode
How to reproduce:
1. Open the “IN_71914” project
2. Open the “DEV_UI_Test” Scene
3. Enter the Play Mode
4. In the Hierarchy select the “ValueTest” GameObject
5. In the Script Machine component press “Edit Graph”
6. Observe the Graph
Expected result: The passed value from the “Random” node to the “Set Variable” node is displayed on the blue line
Actual result: No passed values are displayed between “Random” and “Set Variable” nodes
Reproducible with: 1.8.0, 1.9.2 (2021.3.37f1, 2022.3.23f1, 2023.2.17f1, 6000.0.0b14)
Reproducible on: Windows 10 Pro
Not reproducible on: No other environment tested
Notes:
- Not reproducible on the new project
- Reproducible when Android or Windows Standalone build targets are selected (no other tested)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
The values are not shown in this project because of a conflict with the third-party `Community Addons for Unity Visual Scripting`, where it provides a custom `ValueConnectionWidget` implementation in ValueFlowEditor.cs that actually hides the one that comes stock from Unity. That custom implementation doesn't provide a `DrawForeground` function that would display the values accordingly. Because of that, the `DrawForeground` from the base class (`IWidget`) is used, and it doesn't show the current debug value indeed. This problem should be reported to the package authors. In the meantime, `Community Addons for Unity Visual Scripting` should be removed from your project in order to get the debugging behaviour working as designed.