docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
Show / Hide Table of Contents
  • 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

Capture input with the Input Manager

Note

You must configure your Project Settings to use the Input Manager with Visual Scripting. For more information, see Input Manager prerequisites.

To create a basic Script Graph that uses the Input Manager to capture input:

  1. Open or create a Script Graph attached to the GameObject that you want your users to move.

  2. If there isn't an On Update or similar Event node in your graph:

    1. Right-click anywhere in the Graph Editor to open the fuzzy finder.

    2. Go to Events > Lifecycle, or enter On Update in the search field.
    3. Select the On Update Event node to add it to the graph.
  3. Right-click anywhere in the Graph Editor to open the fuzzy finder.

    Tip

    If you right-click and the context menu appears, select Add Node to open the fuzzy finder.

  4. Go to Codebase > Unity Engine > Input, or enter Get Axis in the search field.

  5. Select Get Axis (Axis Name) to add the Get Axis node to the graph.

  6. Repeat Steps 3 through 5 to create a second Get Axis (Axis Name) node.

  7. On the first Get Axis node, in the Axis Name input field, enter Horizontal.

  8. On the second Get Axis node, in the Axis Name input field, enter Vertical.

    Note

    If an Axis Name doesn't match the name in the Input Manager's Project Settings, Visual Scripting displays an error in the Graph Inspector. When you enter Play mode, the Unity Editor also displays an error in the Console window.

  9. Right-click anywhere in the Graph Editor to open the fuzzy finder.

  10. Go to Codebase > Unity Engine > Transform or search for Translate.

  11. Select Translate (X, Y, Z) to add a Translate node to the graph.

  12. Select the Result float output port on the Horizontal Get Axis node.

  13. Make a connection to the X input port on the Translate node.

  14. Select the Result float output port on the Vertical Get Axis node.

  15. Make a connection to the Z input port on the Translate node.

    The finished graph looks similar to the following image:

    An image of the Graph window, that displays the final result of a simple input capture graph using the Input Manager. An On Update node connects to the Trigger input port on a Transform Translate node. The Result port on an Input Get Axis node with an Axis Name of Horizontal connects to the X input port on the Translate node. The Result port on another Input Get Axis node with an Axis Name of Vertical connects to the Z input port.
  16. To enter Play mode, select Play from the Unity Editor's Toolbar.

  17. While in the Game view, press a key mapped as a Negative Button or Positive Button from the Input Manager's virtual axes.

The GameObject moves along the X or Z axis in the Game view, based on the key pressed and the Input Manager Project Settings.

Additional resources

  • Capture user input in an application
  • Capture input with the Input System package
  • On Button Input node
  • On Keyboard Input node
  • On Mouse Down node
  • On Mouse Drag node
  • On Mouse Enter node
  • On Mouse Exit node
  • On Mouse Input node
  • On Mouse Over node
  • On Mouse Up As Button node
  • On Mouse Up node
In This Article
Back to top
Copyright © 2025 Unity Technologies — Trademarks and terms of use
  • Legal
  • Privacy Policy
  • Cookie Policy
  • Do Not Sell or Share My Personal Information