Unity Node Editor Base by Unit978 - 1


Basic editor extension functionality to get a node editor up and running.

Unknown VersionMIT LicenseUpdated 3 years agoCreated on August 3rd, 2017
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Unity Node Editor Base

Basic editor extension functionality to get a node editor up and running. (Click on image to see video preview)

Main Features

  • Editor view with panning, zooming, and grid background
  • Save System using Scriptable Objects
  • Customizable GUI
  • Create, delete, drag nodes
  • Create, change, delete connections between nodes
  • Undo/Redo system
  • Action binding system (bind an action to a key input, context menu, etc…)
  • Reactive nodes. Output nodes are updated automatically if a change occurs.
  • More to come…!

Editor Preview

Custom Node Rendering. This is a LibNoise port (WIP). Click on image to see a video preview. Libnoise Port Sample

Custom node class example

public class PerlinNode : EditorNode
    private Perlin _noise = new Perlin();

    public PerlinNode()
        name = "Perlin";

        var noiseIn = AddInput();
        noiseIn.name = "Input";

        var mask = AddInput();
        mask.name = "Mask";

        var noiseOut = AddOutput();
        noiseOut.name = "Output";
        noiseOut.getValue = () => { return _noise; };


        bodyRect.height += 95f;
        bodyRect.width = 150f;

    public override void OnBodyGUI()

        _noise.Seed = EditorGUILayout.IntField("Seed", _noise.Seed);
        _noise.OctaveCount = EditorGUILayout.IntField("Octaves", _noise.OctaveCount);
        _noise.Persistence = EditorGUILayout.DoubleField("Persistence", _noise.Persistence);
        _noise.Frequency = EditorGUILayout.DoubleField("Frequency", _noise.Frequency);
        _noise.Lacunarity = EditorGUILayout.DoubleField("Lacunarity", _noise.Lacunarity);

        if (EditorGUI.EndChangeCheck()) {
            // ... do stuff...

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