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    Hello world

    Overview

    In this tutorial, you will learn how to create a simple SystemGraph design that emulates a counter and displays the current counter value on a LCD screen emulated in Unity.

    Create a System Graph Asset

    Under the Asset folder, right-click and select Create > System > System Graph and name the graph HelloWorld.

    Add SystemGraph Asset

    Create the draft of the graph

    1. Right-click and select Create Node Script.

      Create a node script

    2. Set HelloWorld as the category name and Counter as the script name, then select Create. You should see the script in the Project window.

      Create script button

      Counter script

      The script name is used as the node name when it's added to the graph. When looking for nodes to add to a graph, nodes are grouped under their respective category names, making them easier to find.

    3. In the SystemGraph editor window, right-click and select Create Node.

    4. Type Counter in the search bar. Your new node script is under the HelloWorld category.

      Search box

      Counter node in SystemGraph

    5. Select the + button on the Properties tab, then select the GameObject type. Enter the name LCDObject for the property you just created.

      Add a property

    6. Drag the property onto the graph. It appears as an output port.

      Add a property to the graph

    7. In the system graph toolbar, select Save Asset.

    Create the scene objects

    Your system graph will interact with scene objects through the LCDObject property you created. For this tutorial, you will create a TextMeshPro GameObject and bind it to the property.

    1. Drag the system graph into the scene.

      Drag and drop a SystemGraph asset into a GameObject

    2. Right-click on the HelloWorld GameObject and select 3D Object > Text - TextMeshPro. Name the GameObject LCD.

      Create a TextMeshPro GameObject

    3. If a TMP Importer window appears, select Import TMP Essentials to be able to see the text in your scene. Close the window.

    4. Select the HelloWorld GameObject in the Hierarchy window, then drag the LCD GameObject from the Hierarchy window onto the LCDObject property in the Inspector window to bind it.

      Bind a GameObject to SystemGraph property

    Implement the Counter node

    Now that the graph is in the scene and connected to a GameObject through its input port, you can add a behaviour.

    The Counter.cs script describes a node that's in the HelloWorld system graph. This node has one input and one output by default.

    Open the Counter.cs script. By default, you'll find the following:

    • A class NodeCategory header, which defines the node group, name, and tick mode. The node is Asynchronous by default.
    • Two fields: one input and one output.
    • An empty constructor.
    • An empty Enable method. This method is called when the node is initialized.
    • An empty Disable method. This method is called when the node is shut down.
    • An OnTick method. This method is called at a frequency defined in the SystemGraph Scheduler, when the node mode is set to Synchronous.

    Replace the existing content of Counter.cs with the following:

    using UnityEngine;
    using TMPro;
    using Mechatronics.SystemGraph;
    
    [NodeCategory("HelloWorld", "Counter", NodeTick.Synchronous)]
    public class Counter : NodeRuntime
    {
        [Field("LCD Display", PortDirection.Left, FieldExtra.Read), SerializeField]
        private PortType<GameObject> lcdDisplayObject = new();
    
        [Field("Increment", PortDirection.Left, FieldExtra.Read), SerializeField]
        private PortType<uint> increment = new();
    
        [Field("Output", PortDirection.Right, FieldExtra.Write), SerializeField]
        private PortType<uint> output = new();
    
        private TextMeshPro _lcdDisplay;
        private uint _count;
    
        public override void Enable(Scheduler.ClockState clockState)
        {
            if (lcdDisplayObject.Read != null)
            {
                _lcdDisplay = lcdDisplayObject.Read.GetComponent<TextMeshPro>();
            }
            _count = 0;
        }
    
        public override bool OnTick(double now, double eventTime, Scheduler.ClockState clockState, Scheduler.Signal signal)
        {
            _count += increment.Read;
            output.Write = _count;
    
            if (_lcdDisplay != null)
            {
                _lcdDisplay.text = $"Count: {_count}";
            }
    
            return true;
        }
    }
    

    The node is now Synchronous, so that the OnTick method may be called by the Scheduler.

    The Enable method retrieves the TextMeshPro component and stores its reference in the _lcdDisplay private field.

    The OnTick method increments the current counter by the amount read on the Increment input port, and writes the counter value to the output port. It then changes the LCD display to reflect the new counter value.

    Configure the graph

    When you open the HelloWorld graph, the Increment input port should now be visible.

    Counter node

    In this tutorial, you will set Increment to a constant value using its edit field.

    1. Connect the LCDObject property to the LCD Display port.

    2. Set the Increment edit field to 1.

      Counter node connections

    3. In the Scheduler panel, double-click the Counter node to open the Scheduler bar.

    4. In the Scheduler bar, set Frequency (Hz) to 1.

    5. Select the exit icon to close the Scheduler bar.

      Exit Scheduler

    6. Select Save Asset and exit the graph.

    Note

    You could also provide the Increment value by connecting the port to the output of another node or to a graph property. In that case, the field wouldn't be editable. Connecting the increment property to the Counter node

    Test

    In the Editor toolbar, select the Play button. The counter should now increment every second.

    Resulting display in Unity Editor

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