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    • About Visual Scripting
      • Configure project settings
        • Add or remove available nodes
        • Add or remove types
        • Create or restore a backup
      • Choose a control scheme
      • Configure your preferences
      • Update Visual Scripting
      • Version control systems
      • Use Visual Scripting with Unity Cloud Build
    • Basic concepts in Visual Scripting
      • The interface
      • Nodes
      • Graphs
        • Subgraphs and State Units
        • Transitions
      • Script Machines and State Machines
      • Object types
        • Custom types
      • Variables
    • Develop application logic with Script Graphs
      • Create a new graph file
        • Create a new blank graph with the Project window
        • Create a new unassigned graph with the empty graph creation flow
        • Create and assign a graph to an existing Game​Object
        • Create and assign a graph to a new Game​Object
        • Create a graph on a Script Machine or State Machine
      • Attach a graph file to a Script Machine or State Machine
      • Open a graph file
        • Add a node to a Script Graph
        • Connect nodes in a Script Graph
        • Create and add a variable to a Script Graph
        • Create node groups
      • Add a Subgraph to a Script Graph
        • Add a Trigger or Data port to a Script Graph
      • Add a State Unit to a Script Graph
      • Custom Events
        • Add a Custom Event node
        • Add a Trigger Custom Event node
      • Capture user input in an application
        • Capture input using the Input Manager
        • Add and configure a Player Input component
        • Capture input using the Input System package
      • Use relations to debug
        • Predictive and live debugging
        • Working with debug messages
      • Live edit
        • Live edit during runtime
    • Develop logic transitions with state graphs
      • Create a new state
      • Create a transition between states
    • Advanced customization and development
      • Refactor a C# script with Visual Scripting
        • Add the Renamed​From attribute to a C# script
      • Custom C# nodes
        • Create a new simple Custom C# node
        • Add ports to your Custom C# node
        • Add logic to your Custom C# node
        • Add relations to your Custom C# node
        • Add documentation to your Custom C# node
        • Custom C# node attributes reference
      • Create a Custom Scripting Event node
        • Create a Custom Scripting Event Sender node
        • Trigger a Custom Scripting Event from a C# script
        • Listen to a Custom Scripting Event from a C# script
      • Use a custom type
        • Add the Inspectable attribute to a custom type
        • Create a custom Property​Drawer for a custom type
    • Node reference
      • This node
      • Control node
      • Time node
      • Events
        • Event nodes
        • Input Event nodes
          • On Input System Event Button
          • On Input System Event Float
          • On Input System Event Vector 2
          • On Button Input
          • On Keyboard Input
          • On Mouse Down
          • On Mouse Drag
          • On Mouse Enter
          • On Mouse Exit
          • On Mouse Input
          • On Mouse Over
          • On Mouse Up As Button
          • On Mouse Up
      • Variable node
      • Nulls node
      • Formula node
      • Nesting
        • Input node
        • Output node
        • State Unit node
        • Subgraph node
      • Script graph nodes
      • State graph nodes
    • Developer's guide
    • Manual
    • Node reference
    • This node

    This node

    Use a This node to return a GameObject with a Script Machine component that has the Script Graph. If the Script Machine uses an Graph source and multiple GameObjects use the same graph, the returned GameObject can change.

    Many nodes default their target to This. For example, the following Transform nodes are the same:

    Not all nodes support the This inline value. Any node that doesn't support the This inline value displays None instead of This in the default value field. For example, the Destroy node displays None.

    In these cases, manually specify the connection if you want to use This.

    You can use the This node in a graph even if the graph isn't yet assigned to a GameObject. The This node represents the GameObject that owns the graph at runtime.

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