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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 and assign a graph to a new GameObject

You can use the empty graph creation flow to create a new graph file and assign it to a new GameObject. Visual Scripting automatically creates a new GameObject with the required components for the new graph file.

The Empty Graph Creation Flow window

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

To create a new graph and assign it to a new 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 new game object.

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

  7. Enter a name for the graph.

  8. Select Save.

    Note

    The GameObject you create with this method has the same name as the graph file. After you have named and saved the graph file, the GameObject appears in the Hierarchy.

    The new graph file automatically opens in a new window.

A new Script Graph, created with the empty graph creation flow with the On New GameObject option.

Create a State Graph

To create a new State Graph and assign it to a new 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 new game object.

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

  7. Enter a name for the graph.

  8. Select Save.

    Note

    The GameObject you create with this method has the same name as the graph file. After you have named and saved the graph file, the GameObject appears in the Hierarchy.

    The new graph file automatically opens in a new window.

Next steps

After you create your 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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