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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 GameObject
      • Create and assign a graph to a new GameObject
      • 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 comments to a graph
    • 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 RenamedFrom 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 PropertyDrawer 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
  • Known Issues

Add or remove available nodes

Visual Scripting has a set of default assemblies and generated nodes for Unity features. Add more assemblies through the Visual Scripting Node Library in your Project Settings. Assemblies are special files that contain the code for the feature you want to use.

Visual Scripting can generate nodes from assemblies in packages and third-party assets. To use a new package or third-party asset in Visual Scripting, you must import it into Unity. For more information on how to add packages to Unity, see Adding and removing in the Unity User Manual. For more information on how to add third-party assets to Unity, see Importing assets in the User Manual.

Add assemblies and nodes to the Node Library

To add a new assembly and its nodes to the Node Library:

  1. Go to Edit > Project Settings.

  2. Select Visual Scripting.
  3. Expand Node Library.
  4. At the end of the assemblies list, select Add (+).
  5. In the new assembly entry, select (No Assembly) to open the Assembly menu.
  6. Select an available assembly from the Assembly menu.

Visual Scripting adds the assembly and its nodes to the Node Library. To use the nodes in your project, add their types to your Type Options and regenerate the Node Library.

Remove assemblies and nodes from the Node Library

To remove an assembly and its nodes from your Node Library:

  1. Go to Edit > Project Settings.

  2. Select Visual Scripting.
  3. Expand Node Library.
  4. In the assemblies list, locate the entry for the assembly you want to remove.
  5. Select Remove (-).

Visual Scripting removes the assembly and its nodes from the Node Library. To remove the nodes from the fuzzy finder and your project, regenerate the Node Library. You might also want to remove their types from your Type Options.

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