docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Namespace Runtime

    Classes

    DataId

    EventNodeAttribute

    GraphDefinition

    GraphInstance

    The state of an instance running a graph (active nodes, port values, ...)

    IVisualScriptingEventReceiverJobExtensions

    MathNodeAttribute

    NodeDescriptionAttribute

    PortDescriptionAttribute

    RefPool<T>

    ScriptingGraphAsset

    ScriptingGraphAuthoring

    ScriptingGraphAuthoring.InputBindingAuthoring

    ScriptingGraphPhysicsData

    ScriptingGraphRuntimeDefaultPhase

    ScriptingGraphRuntimeInit

    ScriptingGraphRuntimePhase

    SourceAttribute

    StartStopPauseResetBehaviour

    TargetAttribute

    ValueTypeExtensions

    VisualScriptingEventSystem

    WorkInProgressAttribute

    Structs

    ActiveNodesState

    BindingId

    CombineQuaternionRotations

    ComparisonBinary

    ConstantBool

    ConstantEntity

    ConstantFloat

    ConstantFloat2

    ConstantFloat3

    ConstantFloat4

    ConstantInt

    ConstantQuaternion

    ConstantString

    Destroy

    Disable

    Enable

    EnumerateChildren

    EnumerateChildren.State

    EventNodeData

    FieldDescription

    GetChildAt

    GetChildrenCount

    GetComponent

    GetInputManagerAxis

    GetInputManagerButton

    GetInputSystemPackageAxis

    GetInputSystemPackageAxisVector2

    GetInputSystemPackageButton

    GetParent

    GetPosition

    GetRotation

    GetScale

    GraphDefinition.InputBinding

    Maps a BindingId (the source VariableModel GUID) to a DataIndex

    GraphDefinition.InputData

    GraphDefinition.InputOutputTrigger

    GraphDefinition.OutputData

    GraphDefinition.SubgraphReference

    GraphDefinition.TypeFieldsDescription

    GraphDefinition.VariableInitValue

    GraphInstance.NodeExecution

    Node execution entry point

    GraphReference

    GraphReference.State

    GraphTriggerInput

    GraphTriggerOutput

    HasComponent

    If

    InputDataMultiPort

    InputDataPort

    InputTriggerMultiPort

    InputTriggerPort

    Instantiate

    InstantiateAt

    Interpolate

    Log

    LossyQuaternionToEuler

    MakeFloat3

    MathBinaryBool

    MathBinaryNumberBool

    MathFunctionSerializable

    MathGenericNode

    MathGenericNode.MathGeneratedNodeSerializable

    MathUnaryNotBool

    Negate

    NodeId

    OnChange

    OnChange.State

    OnDestroy

    OnEvent

    OnInputSystemPackageKey

    OnKey

    OnStart

    OnUpdate

    Once

    Once.State

    OutputDataMultiPort

    OutputDataPort

    OutputTriggerMultiPort

    OutputTriggerPort

    Passthrough

    Port

    PortInfo

    RandomFloat

    RandomInt

    Ref<T>

    RotateBy

    RotationEuler

    ScriptingGraph

    ScriptingGraphInstance

    ScriptingGraphInstanceAlive

    Select

    SendEvent

    SetComponent

    SetPosition

    SetRotation

    SetScale

    SetVariable

    SplitFloat3

    StateSwitch

    Stepper

    node that takes a single input trigger and that will fire a different user defined output, sequentially, every time an input signal is received to that I can control the executions of a sequence of node. For example, given the user defined output 1, 2 and 3:

    • Upon getting the input a first time, the node would fire output 1
    • Upon getting the input a second time, the node would fire output 2
    • Upon getting the input a third time, the node would fire output 3
    • Upon getting the input a fourth time, the node would fire output 1 again

    Expected execution with Hold: 1, 2, 3, 3, (...), 3

    Expected execution with Ping Pong: 1, 2, 3, 2, 1, 2, 3, 2, 1, ...

    Stepper.State

    StopWatch

    StopWatch.WaitState

    StringReference

    Switch

    This

    Time

    ToggleSwitch

    ToggleSwitch.StateData

    Tween

    Tween.State

    TypeReference

    Value

    ValueInput

    VisualScriptingEventStream

    VisualScriptingEventStream.Writer

    Wait

    Wait.State

    WaitForAll

    WaitForAll.State

    WaitUntil

    WaitUntil.State

    Interfaces

    IConstantNode

    IConstantNode<T>

    IDataNode

    IDataPort

    IEntryPointNode

    IEventDispatcherNode

    IEventNode

    IEventReceiverNode

    IFlowNode

    IGraphInstance

    IInputDataPort

    IInputTriggerPort

    IManuallyTriggeredEventReceiverNode

    IMultiDataPort

    INode

    INodeReportProgress

    INodeState

    IOutputDataPort

    IOutputDataPort<T>

    IOutputTriggerPort

    IPort

    IStatefulFlowNode<T>

    IStatefulNode

    Non-generic marker for stateful nodes

    IStatefulNode<T>

    IStatefulUpdatableNode<T>

    ITriggerPort

    IUpdatableNode

    IVisualScriptingEvent

    IVisualScriptingEventReceiverJob<T>

    Enums

    ComparisonBinary.ComparisonBinaryType

    EventAccessFlags

    Execution

    InterpolationType

    Log.LogType

    MathBinaryBool.BinaryBoolType

    MathBinaryNumberBool.BinaryNumberType

    OnKey.KeyEventType

    PortDirection

    PortType

    Stepper.OrderMode

    StringReference.Storage

    Time.TimeType

    Tween.ETweenValueType

    ValueType

    VariableKind

    In This Article
    Back to top
    Copyright © 2024 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)