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  • About Visual Scripting
    • Configure project settings
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    • Update Visual Scripting
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
      • Subgraphs and State Units
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    • Script Machines and State Machines
    • Object types
      • Custom types
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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
      • 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
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      • Create a custom PropertyDrawer for a custom type
  • Node reference
    • This node
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    • Variable node
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Add ports to a Custom C# node

Note

To add ports to your node, you must create the C# file for the node. The examples below are based on the previous examples for a Custom C# node. For more information, see Create a new simple Custom C# node.

After you create a Custom C# node, add ports to allow the node to send and receive data or trigger other nodes in a Script Graph.

To add ports to a node:

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

  2. Double-click the 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.

Add control ports

  1. In your external editor, under the class definition for the node, add two public variables: one with a ControlInput type and one with a ControlOutput type.

  2. In the Definition method for the node, use the variables to define the control ports, as shown below:

    using System;
    using Unity.VisualScripting;
    using UnityEngine;
    
    public class MyNode : Unit
    {
    [DoNotSerialize] // No need to serialize ports.
    public ControlInput inputTrigger; //Adding the ControlInput port variable
    
    [DoNotSerialize] // No need to serialize ports.
    public ControlOutput outputTrigger;//Adding the ControlOutput port variable.
    
    protected override void Definition()
    {
        //Making the ControlInput port visible, setting its key and running the anonymous action method to pass the flow to the outputTrigger port.
        inputTrigger = ControlInput("inputTrigger", (flow) => { return outputTrigger; });
        //Making the ControlOutput port visible and setting its key.
        outputTrigger = ControlOutput("outputTrigger");
    }
    }
    
    
  3. Save your script file.

  4. Return to the Unity Editor.

  5. 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.

    If you used the previous code sample, Visual Scripting adds input and output control ports to the node.

    An image of the Graph window. The Custom C# node, My Node, now appears with an Input Trigger port and an Output Trigger port.

Add value ports

  1. In your external editor, under the class definition for the node, add any number of variables with either a Generic or specific type value:

    • Generic: The port can receive or output any data type. Corresponds to Unity's Object type.
    • Specific Type Value: The port can only receive or output a specific data type. For example, string, float, or integer.

    For more information on types in Visual Scripting, see Object types.

  2. In the Definition method for the node, use the variables to define the value ports. In the example below, there are two input ports with a type value of string, and one string output port:

    using System;
    using Unity.VisualScripting;
    using UnityEngine;
    
    public class MyNode : Unit
    {
    [DoNotSerialize]
    public ControlInput inputTrigger;
    
    [DoNotSerialize]
    public ControlOutput outputTrigger;
    
    [DoNotSerialize] // No need to serialize ports
    public ValueInput myValueA; // Adding the ValueInput variable for myValueA
    
    [DoNotSerialize] // No need to serialize ports
    public ValueInput myValueB; // Adding the ValueInput variable for myValueB
    
    [DoNotSerialize] // No need to serialize ports
    public ValueOutput result; // Adding the ValueOutput variable for result
    
    private string resultValue; // Adding the string variable for the processed result value
    protected override void Definition()
    {
        inputTrigger = ControlInput("inputTrigger", (flow) => { return outputTrigger; });
        outputTrigger = ControlOutput("outputTrigger");
    
        //Making the myValueA input value port visible, setting the port label name to myValueA and setting its default value to Hello.
        myValueA = ValueInput<string>("myValueA", "Hello ");
        //Making the myValueB input value port visible, setting the port label name to myValueB and setting its default value to an empty string.
        myValueB = ValueInput<string>("myValueB", string.Empty);
        //Making the result output value port visible, setting the port label name to result and setting its default value to the resultValue variable.
        result = ValueOutput<string>("result", (flow) => { return resultValue; });
    }
    }
    
    
  3. Save your script file.

  4. Return to the Unity Editor.

  5. 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.

    If you used the previous code sample, Visual Scripting adds two input ports, My Value A and My Value B, and one output port, Result to the node.

    An image of the Graph window. The Graph Inspector displays with information about all of the ports on the Custom C# node, My Node. The node has been added to the Script Graph and now has an Input Trigger port, an Output Trigger port, two data input ports, and a data output port. The data ports have been assigned the string data type.

Next steps

After you add ports to a node, add logic to tell the node what to do with the data it receives.

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