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  • 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
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  • Develop logic transitions with state graphs
    • Create a new state
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  • 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
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Add documentation to a Custom C# node

You can also add Graph Inspector documentation to a Custom C# node. Visual Scripting displays the documentation in the Graph Inspector when you select a node in a Script Graph. The documentation isn't required to use the node, but can help your users understand the purpose and usage of a node.

To add documentation to a node:

  1. Go to Window > General > Project, or press Ctrl+5 (macOS: Cmd+5) to open the Project window.

    Note

    If you already have an Editor folder in your project, you can skip Steps 2-3.

  2. Right-click your Assets folder or select Add (+), then select Folder.

  3. Name the folder Editor.

  4. Do one of the following:

    • Right-click your Editor folder in the Project window's folder list.
    • Right-click anywhere in the Project window's preview pane with your Editor folder selected.
  5. Go to Create > C# Script.

  6. Enter a name, such as MyNodeDescriptor for the new script file.

  7. Press Enter.

  8. Double-click the new C# file. Unity opens the file in the program you specified in your preferences, under External Script Editor.

    Note

    For more information on script editors in Unity, see the Integrated development environment (IDE) support in the Unity User Manual.

  9. In your external editor, copy and paste the following code into the C# script:

    using System;
    using Unity.VisualScripting;
    using UnityEngine;
    
    [Descriptor(typeof(MyNode))]
    public class MyNodeDescriptor : UnitDescriptor<MyNode>
    {
    public MyNodeDescriptor(MyNode unit) : base(unit) {}
    
    protected override void DefinedPort(IUnitPort port, UnitPortDescription description)
    {
        base.DefinedPort(port, description);
        switch (port.key)
        {
            case "inputTrigger":
                description.summary = "Trigger the concatenation of two strings, myValueA and myValueB, and return the result string on the Result port.";
                break;
            case "myValueA":
                description.summary = "First string value.";
                break;
            case "myValueB":
                description.summary = "Second string value.";
                break;
            case "outputTrigger":
                description.summary = "Execute the next action in the Script Graph after concatenating myValueA and myValueB.";
                break;
            case "result":
                description.summary = "The result string obtained from concatenating myValueA and myValueB.";
                break;
        }
    }
    }
    

    You can modify the script to suit the specifics of your own node.

  10. Save your script file.

  11. Return to the Unity Editor.

  12. Do one of the following:

    • Open a Script Graph where you've already added your node..
    • Right-click anywhere in the Graph Editor to open the fuzzy finder. Then, select your node in the fuzzy finder to add it to your graph.

  13. Select the node and open the Graph Inspector to view your documentation.

    An image of the Graph window. The Graph Inspector is open on the left with the Custom C# node, My Node, selected. The Graph Inspector displays the documentation written for each port on the node, underneath the name and type for each port.

Next steps

After you add documentation to a node, you can choose to further customize the node with node class and port attributes.

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