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Editor Documentation - Nodes

Fork Node

Fork will allow the user to run multiple nodes strings in the same time. Think of the fork node as a garden hose that will split the flow between multiple paths equally.

After Setting up your scene like the image above.

Fork can be manipulated to make it more versatile and controllable. With the following nodes. Wait, Pause, Resume & Abort.

Wait will simply make sure that all the Fork threads have played and completed before the main string node plays through. The scenario above is telling the Fork node, to animate objects within the Template. But the scenario will not play though to the MessageBox node, until all the AnimateLoop templates have played and completed then the flow will play the MessageBox node.

To use and properly utilize Pause, Resume & Abort, you will need to use Variables to better control the Fork node. For more info about Variables see the Variables page.

  • For now this is the way to do it. You will need to go into the advanced user setting
  • Right click and type in the search bar ForkHandle
  • Dereference ForkHandle and Declare Variable. Name the variable as you wish That will make the Variable declared usable down the road to represent a node, in this case we will make the variable represent the Fork node.

We have to now assign the Fork node to the declared Variable

  • In search bar type Fork enter
  • De reference Fork type in the search bar Save To hit enter
  • Right click and type in the search bar the variable name you created
  • Connect variable to the slot in the Save to node

Example the scenario above is using Pause, Resume & Abort.

Note that Pause & Resume are on a loop so the process of Pause & Resume can repeat over and over.

Pause & Resume-The fork is being told, when the blue cube is clicked Pause X when the green cube is clicked Resume X, where X is the fork.

Abort-The fork is being told, when the red cube is clicked, to Abort.

Using variables will give the user better control over the Fork Node.

Node Example