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    • Configure project settings
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  • Basic concepts in Visual Scripting
    • The interface
    • Nodes
    • Graphs
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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
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      • 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
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  • Developer's guide
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Create a Custom Scripting Event node

You can create a Custom Scripting Event node with a C# script. With C#, you can customize all aspects of your Custom Scripting Event, unlike a Visual Scripting custom Event. For more information on the different types of custom Events, see Custom Events.

To create a Custom Scripting Event 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.

  3. Go to Create > C# Script.

  4. Enter a name, such as MyEventNode, for the new script file.

  5. Press Enter.

  6. 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.

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

    using Unity.VisualScripting;
    using UnityEngine;
    
    //Register a string name for your Custom Scripting Event to hook it to an Event. You can save this class in a separate file and add multiple Events to it as public static strings.
    public static class EventNames
    {
      public static string MyCustomEvent = "MyCustomEvent";
    }
    
    [UnitTitle("On my Custom Event")]//The Custom Scripting Event node to receive the Event. Add "On" to the node title as an Event naming convention.
    [UnitCategory("Events\\MyEvents")]//Set the path to find the node in the fuzzy finder as Events > My Events.
    public class MyCustomEvent : EventUnit<int>
    {
      [DoNotSerialize]// No need to serialize ports.
      public ValueOutput result { get; private set; }// The Event output data to return when the Event is triggered.
      protected override bool register => true;
    
      // Add an EventHook with the name of the Event to the list of Visual Scripting Events.
      public override EventHook GetHook(GraphReference reference)
      {
          return new EventHook(EventNames.MyCustomEvent);
      }
      protected override void Definition()
      {
          base.Definition();
          // Setting the value on our port.
          result = ValueOutput<int>(nameof(result));
      }
      // Setting the value on our port.
      protected override void AssignArguments(Flow flow, int data)
      {
          flow.SetValue(result, data);
      }
    }
    
  8. Save your script file.

  9. Return to the Unity Editor.

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

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

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

  13. Go to Events > My Events.

  14. Select your On My Custom Event node to add it to the graph.

    Note

    If you change the UnitTitle or UnitCategory attributes for the node in your code, the node appears in the location in the fuzzy finder with the name that you specify.

    An image of the Graph Editor with the On my Custom Event node. It has a Trigger Output port and an integer data output port called Result.

After you regenerate your Node Library, the Custom Scripting Event node appears in the fuzzy finder. If you didn't change the [UnitCategory] or [UnitTitle] from the sample code, then the fuzzy finder displays the node under Events > MyEvents, as the On my Custom Event node. For more information on the fuzzy finder, see The interface.

Next steps

After you create your Custom Scripting Event node, you can create a Custom Scripting Event Sender node to trigger your Event from another Script Graph or location in the same Script Graph. You can also create a script to trigger your Event from code or create a script to listen to your Event.

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