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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

Configure project settings

Note

To use Visual Scripting in a project for the first time, you must initialize it from the Editor's Project Settings window.

Use the Project Settings window with Visual Scripting to manage backups, node assemblies, type options, and regenerate your Node Library.

To open your Project Settings:

  1. Go to Edit > Project Settings.

  2. Select Visual Scripting.

You can find the following configuration options in your Visual Scripting Project Settings. To use Visual Scripting in a project for the first time, you must regenerate your Node Library, as described in the table below.

Option Description
Initialize Visual Scripting You must select Initialize Visual Scripting the first time you use Visual Scripting in a project. Initialize Visual Scripting to parse all assemblies and types for the Visual Scripting Node Library. After you initialize Visual Scripting, regenerate your Node Library. Refer to Regenerate Nodes, below.
Type Options Use the Type Options list to add or remove types for your node inputs and outputs. After you add or remove a type, you must regenerate your Node Library. Refer to Regenerate Nodes, below.
For more information on how to add or remove types, refer to Add or remove types.
Node Library Use the Node Library list to add or remove nodes and their assemblies in Visual Scripting. You must add any new types to your Type Options after you add new nodes to Visual Scripting. You must also regenerate your Node Library after you add or remove nodes. Refer to Regenerate Nodes, below.
For more information on how to add or remove nodes from your Node Library, refer to Add or remove available nodes.
Regenerate Nodes Regenerate your Node Library to make all nodes available for use in a project.
To use Visual Scripting for the first time in a project, you must Initialize Visual Scripting and regenerate your Node Library.
To regenerate your Node Library:
1. Select Regenerate Nodes.
2. Select OK.
You must regenerate your Node Library in the following circumstances:
* Before you use Visual Scripting in your project for the first time.
* After you add or remove nodes from your Node Library.
* After you add or remove types from your Type Options.
* After you change the inputs or outputs for a Custom C# node.
Generate To generate required property provider scripts for custom drawers, select Generate.
These scripts are necessary for Unity to use custom drawers for custom classes and script variables inside Visual Scripting. To assign a default value to a custom variable type through the Unity Editor’s Inspector, you must either have access to the source code for the class, or provide a custom PropertyDrawer. For more information, see Custom types.
Create Backup To create a new backup of your Visual Scripting graphs and settings, select Create Backup.
For more information about backups, refer to Create or restore a backup.
Restore Backup To open the folder where Visual Scripting stores your backups, select Restore Backup.
For more information about backups, refer to Create or restore a backup.
Fix Missing Scripts To correct any issues that might occur after migration from the Unity Asset Store version of Visual Scripting to the package version, select Fix Missing Scripts. This resolves any missing references to Visual Scripting Script Graphs and State Graphs in Script Machine or State Machine components.
Note

If your settings don't apply after you make a change, report a bug through the Unity Editor.

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