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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
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    • The interface
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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
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      • 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
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      • 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
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      • 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
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  • Node reference
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Create and assign a graph to an existing GameObject

You can use the empty graph creation flow to create a new graph file and assign it to an existing GameObject in your project.

The Empty Graph Creation Flow window

For more information on other ways to create a graph file, see Create a new graph file.

Create a Script Graph

To create a new Script Graph and assign it to an existing GameObject:

  1. Go to Window > General > Hierarchy, or press Ctrl+4 (macOS: Cmd+4) to open the Hierarchy window.

  2. In the Hierarchy window, select the GameObject where you want to assign the new graph.

  3. Go to Window > Visual Scripting > Visual Scripting Graph.

  4. Expand Create new Script Graph.

  5. Select on selected game object.

  6. Choose a location to save the new graph file.

  7. Enter a name for the graph.

  8. Select Save.

    The new graph file automatically opens in a new window.

A new Script Graph, created with the empty graph creation flow with starter On Update and On Start Event nodes.

Create a State Graph

To create a new State Graph and assign it to an existing GameObject:

  1. Go to Window > General > Hierarchy, or press Ctrl+4 (macOS: Cmd+4) to open the Hierarchy window.

  2. In the Hierarchy window, select the GameObject where you want to assign the new graph.

  3. Go to Window > Visual Scripting > Visual Scripting Graph.

  4. Expand Create new State Graph.

  5. Select on selected game object.

  6. Choose a location to save the new graph file.

  7. Enter a name for the graph.

  8. Select Save.

    The new graph file automatically opens in a new window.

Next steps

After you create a new graph, attach it to a Script Machine or State Machine to use it in your application. For more information, see Attach a graph file to a Script Machine or State Machine.

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