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Hi @REDACTEDUSER
Script Canvas is designed to use the exact same script bindings as Lua, this means that the same Lumberyard scripting features exposed to Lua are available for use in Script Canvas.
It is also designed to allow you to extend it. You can write you own custom nodes in C++, enabling you to construct your own game's scripting building blocks.
Most of the features in the post you mentioned are already available in Lumberyard 1.17, as of today there isn't much that you can do in Lua that you can't do in Script Canvas, and we're working on closing that gap.
With GDC just around the corner I invite you to follow @AmazonGameTech on twitter, there's sure to be some interesting news.
Luis Sempé
Sr. Software Engineer | Scripting Team Lead | Lumberyard
That was quick! And right what I wanted to know :). Gracias Luis. I sure was already following @REDACTEDUSER
Oh! and thank you guys for your youtube series, they are beyond useful!
Regards
Hi @REDACTEDUSER
Yes! We're still working on buttoning it up for release, but container support in Script Canvas will be available.
Luis Sempé
Sr. Software Engineer | Scripting Team Lead | Lumberyard
Has there been any support added to Script Canvas for some kind of array, list, or iterator functionality? That's one feature that I've found sorely missing from Script Canvas prompting me to not consider it over Lua. Array type Script Canvas variables would go far in closing the gap between what's possible in each.
EDIT: nevermind I found it, I had to go into SC settings and enable preview to show all nodes.
@REDACTEDUSER
What happened to 'input handler',,trying to make script canvas for better player movement etc but I can't find input handler that was there in 1.17 release.
Was it removed in favor of ?
ty
Glad you found it! Sorry for the late response I'm currently at GDC and wasn't near my computer. Cheers!
I never even thought about GDC so busy with so much to learn given I"m a single dev, and I hope its going well and LY getting notice ;)
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