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    Class Variables

    Component that handles the variables that you can use in the Script Graphs of your project.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    LudiqBehaviour
    Variables
    Implements
    ISerializationCallbackReceiver
    IAotStubbable
    Inherited Members
    LudiqBehaviour._data
    LudiqBehaviour.OnBeforeSerialize()
    LudiqBehaviour.OnAfterSerialize()
    LudiqBehaviour.OnBeforeDeserialize()
    LudiqBehaviour.OnAfterDeserialize()
    LudiqBehaviour.ToString()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.VisualScripting
    Assembly: Unity.VisualScripting.Core.dll
    Syntax
    [AddComponentMenu("Visual Scripting/Variables")]
    [IncludeInSettings(false)]
    public class Variables : LudiqBehaviour, ISerializationCallbackReceiver, IAotStubbable
    Remarks

    This component is automatically added to a GameObject when a ScriptMachine is added, or when SceneVariables (Script) are created using the “Visual Scripting Scene Variables” menu in the Hierarchy.

    The Variables component manages the object variables for any GameObject that you add it to. You can access these variables from the Object Variables section of the Blackboard of any ScriptMachine associated with the GameObject.

    The Variables component also manages the scene variables for any “VisualScripting SceneVariables” GameObject that you add it to. You can access these scene variables from the Scene Variables section of the Blackboard of any ScriptMachine you add to this same scene.

    Note: It's best not to add a ScriptMachine component to a GameObject that also includes the SceneVariables (Script). If you do this, the Blackboard displays Scene Variables that are also present in Object Variables and this can cause confusion.

    For more information on how to interact with Variables, refer to the User Manual.

    Examples

    The following example shows how to programmatically change the value of a variable used in a Visual Scripting graph. Every time you press the Space key, we double the value of the velocity variable. Note: You can try this example in a Script Graph.

    Properties

    ActiveScene

    Retrieve a collection of the scene variables of the active scene.

    Declaration
    public static VariableDeclarations ActiveScene { get; }
    Property Value
    Type Description
    VariableDeclarations

    Application

    Retrieve a collection of the application variables.

    Declaration
    public static VariableDeclarations Application { get; }
    Property Value
    Type Description
    VariableDeclarations

    ExistInActiveScene

    Check if there is a SceneVariables component instantiated to find out if the active scene contains scene variables.

    Declaration
    public static bool ExistInActiveScene { get; }
    Property Value
    Type Description
    bool
    Remarks

    Returns true if the active scene contains scene variables. Otherwise, returns false.

    Saved

    Retrieve a collection of the saved variables.

    Declaration
    public static VariableDeclarations Saved { get; }
    Property Value
    Type Description
    VariableDeclarations

    declarations

    Retrieves a collection of the variables set in the Variables component.

    Declaration
    [Serialize]
    [Inspectable]
    public VariableDeclarations declarations { get; }
    Property Value
    Type Description
    VariableDeclarations

    Methods

    ExistInScene(Scene?)

    Check if there is a SceneVariables component instantiated to find out if the scene contains scene variables.

    Declaration
    public static bool ExistInScene(Scene? scene)
    Parameters
    Type Name Description
    Scene? scene

    A Scene we want to check for scene variables.

    Returns
    Type Description
    bool

    True if the Scene is not null and contains scene variables. Otherwise, returns false.

    ExistOnObject(Component)

    Check if a Variables component exists on the Component's GameObject passed as a parameter.

    Declaration
    public static bool ExistOnObject(Component component)
    Parameters
    Type Name Description
    Component component

    A Component for which we want to know if the GameObject has a Variables component.

    Returns
    Type Description
    bool

    True if the Component's GameObject has a Variables component. Otherwise, returns false.

    ExistOnObject(GameObject)

    Check if a Variables component exists on the GameObject passed as a parameter.

    Declaration
    public static bool ExistOnObject(GameObject go)
    Parameters
    Type Name Description
    GameObject go

    The GameObject we want to check for the Variables component.

    Returns
    Type Description
    bool

    True if the GameObject has a Variables component. Otherwise, returns false.

    Graph(GraphPointer)

    Retrieves a collection of graph variables for a given graph.

    Declaration
    public static VariableDeclarations Graph(GraphPointer pointer)
    Parameters
    Type Name Description
    GraphPointer pointer

    The reference to a graph.

    Returns
    Type Description
    VariableDeclarations

    If the graph is instantiated, returns the graph variables of that instantiated graph. Otherwise, returns the graph variables from the definition of the given graph (i.e.: from the graph asset definition)

    Exceptions
    Type Condition
    ArgumentNullException

    If pointer is null.

    GraphDefinition(GraphPointer)

    Retrieves a collection of graph variables from the definition of a graph.

    Declaration
    public static VariableDeclarations GraphDefinition(GraphPointer pointer)
    Parameters
    Type Name Description
    GraphPointer pointer

    The reference to a graph.

    Returns
    Type Description
    VariableDeclarations

    A collection of graph variables of a given graph.

    GraphDefinition(IGraphWithVariables)

    Retrieves a collection of graph variables from the definition of a graph.

    Declaration
    public static VariableDeclarations GraphDefinition(IGraphWithVariables graph)
    Parameters
    Type Name Description
    IGraphWithVariables graph

    The reference of a graph

    Returns
    Type Description
    VariableDeclarations

    A collection of graph variables of a given graph.

    GraphInstance(GraphPointer)

    Retrieves a collection of graph variables of an instantiated graph.

    Declaration
    public static VariableDeclarations GraphInstance(GraphPointer pointer)
    Parameters
    Type Name Description
    GraphPointer pointer

    The reference to a graph.

    Returns
    Type Description
    VariableDeclarations

    A collection of graph variables of an instantiated graph.

    Exceptions
    Type Condition
    GraphPointerException

    If the graph data cannot be read. Which probably means that the graph is not instantiated.

    Object(Component)

    Retrieves a collection of the object variables of a given GameObject.

    Declaration
    public static VariableDeclarations Object(Component component)
    Parameters
    Type Name Description
    Component component

    The Component whose GameObject's object variables are returned.

    Returns
    Type Description
    VariableDeclarations

    A collection of object variables contained in the Variables component of the Component's GameObject.

    Remarks

    If the GameObject does not have a Variables component, a Variables component is added to the GameObject and the returned collection is empty

    Object(GameObject)

    Retrieves a collection of the object variables of a given GameObject.

    Declaration
    public static VariableDeclarations Object(GameObject go)
    Parameters
    Type Name Description
    GameObject go

    The GameObject whose object variables will be returned.

    Returns
    Type Description
    VariableDeclarations

    A collection of the object variables contained in the Variables component of the GameObject that was passed as a parameter.

    Remarks

    If the GameObject doesn't have a Variables component, it is supplied with one by default and the returned collection is empty.

    Scene(Scene?)

    Retrieves a collection of scene variables for a given Scene.

    Declaration
    public static VariableDeclarations Scene(Scene? scene)
    Parameters
    Type Name Description
    Scene? scene

    The Scene whose scene variables are returned.

    Returns
    Type Description
    VariableDeclarations

    A collection of scene variables contained in the Variables component associated with the SceneVariables (Script).

    Exceptions
    Type Condition
    ArgumentNullException

    If scene is null.

    Scene(Component)

    Retrieves a collection of scene variables for a given Scene.

    Declaration
    public static VariableDeclarations Scene(Component component)
    Parameters
    Type Name Description
    Component component

    A Component whose GameObject's Scene's scene variables will be returned.

    Returns
    Type Description
    VariableDeclarations

    A collection of scene variables contained in the Variables component associated with the SceneVariables (Script).

    Exceptions
    Type Condition
    ArgumentNullException

    If the component.go or component.go.scene is null.

    Scene(GameObject)

    Retrieves a collection of scene variables for a given Scene.

    Declaration
    public static VariableDeclarations Scene(GameObject go)
    Parameters
    Type Name Description
    GameObject go

    A GameObject whose Scene will be accessed to get its variables.

    Returns
    Type Description
    VariableDeclarations

    A collection of scene variables contained in the Variables component associated with the SceneVariables (Script).

    Exceptions
    Type Condition
    ArgumentNullException

    If the go.scene is null.

    ShowData()

    Declaration
    [ContextMenu("Show Data...")]
    protected override void ShowData()
    Overrides
    LudiqBehaviour.ShowData()

    Implements

    ISerializationCallbackReceiver
    IAotStubbable

    Extension Methods

    Cloning.Clone(object, ICloner, bool)
    Cloning.Clone(object, ICloner, bool)
    Cloning.CloneViaFakeSerialization(object)
    Cloning.CloneViaFakeSerialization(object)
    ConversionUtility.ConvertTo(object, Type)
    ConversionUtility.ConvertTo(object, Type)
    ConversionUtility.ConvertTo<T>(object)
    ConversionUtility.ConvertTo<T>(object)
    ConversionUtility.IsConvertibleTo(object, Type, bool)
    ConversionUtility.IsConvertibleTo(object, Type, bool)
    ConversionUtility.IsConvertibleTo<T>(object, bool)
    ConversionUtility.IsConvertibleTo<T>(object, bool)
    Serialization.Serialize(object, bool)
    Serialization.Serialize(object, bool)
    TypeUtility.ToShortString(object, int)
    TypeUtility.ToShortString(object, int)
    UnityObjectUtility.IsUnityNull(object)
    UnityObjectUtility.IsUnityNull(object)
    UnityObjectUtility.ToSafeString(object)
    UnityObjectUtility.ToSafeString(object)
    XAnalyserProvider.Analyser(object, GraphReference)
    XAnalyserProvider.Analyser(object, IGraphContext)
    XAnalyserProvider.Analyser<TAnalyser>(object, GraphReference)
    XAnalyserProvider.Analyser<TAnalyser>(object, IGraphContext)
    XAnalyserProvider.Analysis(object, GraphReference)
    XAnalyserProvider.Analysis(object, IGraphContext)
    XAnalyserProvider.Analysis<TAnalysis>(object, GraphReference)
    XAnalyserProvider.Analysis<TAnalysis>(object, IGraphContext)
    XDescriptorProvider.Describe(object)
    XDescriptorProvider.Description(object)
    XDescriptorProvider.Description<TDescription>(object)
    XDescriptorProvider.Descriptor(object)
    XDescriptorProvider.Descriptor<TDescriptor>(object)
    XDescriptorProvider.HasDescriptor(object)
    Cloning.CloneViaFakeSerialization<T>(T)
    Cloning.CloneViaFakeSerialization<T>(T)
    Cloning.Clone<T>(T, ICloner, bool)
    Cloning.Clone<T>(T, ICloner, bool)
    LinqUtility.Yield<T>(T)
    LinqUtility.Yield<T>(T)
    Serialization.CloneViaSerializationInto<TSource, TDestination>(TSource, ref TDestination, bool)
    Serialization.CloneViaSerializationInto<TSource, TDestination>(TSource, ref TDestination, bool)
    Serialization.CloneViaSerialization<T>(T, bool)
    Serialization.CloneViaSerialization<T>(T, bool)
    UnityObjectUtility.AsUnityNull<T>(T)
    ComponentHolderProtocol.AddComponent<T>(Object)
    ComponentHolderProtocol.GameObject(Object)
    ComponentHolderProtocol.GetComponent(Object, Type)
    ComponentHolderProtocol.GetComponentInChildren(Object, Type)
    ComponentHolderProtocol.GetComponentInChildren<T>(Object)
    ComponentHolderProtocol.GetComponentInParent(Object, Type)
    ComponentHolderProtocol.GetComponentInParent<T>(Object)
    ComponentHolderProtocol.GetComponent<T>(Object)
    ComponentHolderProtocol.GetComponents(Object, Type)
    ComponentHolderProtocol.GetComponentsInChildren(Object, Type)
    ComponentHolderProtocol.GetComponentsInChildren<T>(Object)
    ComponentHolderProtocol.GetComponentsInParent(Object, Type)
    ComponentHolderProtocol.GetComponentsInParent<T>(Object)
    ComponentHolderProtocol.GetComponents<T>(Object)
    ComponentHolderProtocol.GetOrAddComponent<T>(Object)
    ComponentHolderProtocol.IsComponentHolder(Object)
    UnityObjectUtility.IsDestroyed(Object)
    UnityObjectUtility.ToSafeString(Object)
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