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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

Create a new simple Custom C# node

You can create a Custom C# node to run your own custom logic in a Script Graph. For more information on Custom C# nodes, see Custom C# nodes.

To create a new simple Custom C# node:

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

  2. Right-click a folder in the Project window's folder list, or anywhere in the Project window's preview pane, and go to Create > C# Script.

  3. Enter a name, such as MyNode, for the new script file.

  4. Press Enter.

  5. 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.

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

    using Unity.VisualScripting;
    using UnityEngine;
    
    public class MyNode : Unit
    {
       protected override void Definition() //The method to set what our node will be doing.
       {
       }
    }
    
  7. Save your script file.

  8. Return to the Unity Editor.

  9. Follow the process described in Configure project settings to regenerate your Node Library.

    Note

    If you don't regenerate your Node Library, the node won't appear in Visual Scripting's fuzzy finder.

  10. Open a Script Graph where you want to add your new node.

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

  12. The node appears as My Node at the end of the fuzzy finder list. Select the node to add it to your graph.

    An image of the Graph window. The fuzzy finder is open and displays the Custom C# node, My Node, at the end of the list of all available nodes. The node has also been added to the Script Graph, but has no ports.

Next steps

After you create the basic start to a node and add it to Visual Scripting's fuzzy finder, add ports so your node can send and receive data.

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