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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
      • Add or remove types
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    • Choose a control scheme
    • Configure your preferences
    • Update Visual Scripting
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  • 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
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        • On Mouse Up
    • Variable node
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  • Known Issues

Custom types

Use a C# script file to create your own object types in Unity. These types are called classes.

Classes are a blueprint for objects in your code. They decide what kind of data an object holds and what your code can do with that object. A class can hold multiple variables with different data types in a single object.

Create a custom class to use it as a type for variables and other objects in a Visual Scripting Script graph. For more information on how to add and use your own custom types in Visual Scripting, see Use a custom type. The code you include in a C# script can also create new nodes to manipulate the data in your class.

For example, you might write code to keep track of the characteristics of different player characters in your application. You can create a class, Player, and have different variables in that class for name, character type, favorite color, or player level:

using System;
using UnityEngine;
using Unity.VisualScripting;

[Serializable, Inspectable]
public class PlayerCharacter
{
    [Inspectable]
    public string name; 
    [Inspectable]
    public string type;
    [Inspectable]
    public string color;
    [Inspectable]
    public int level;
}

Tip

The variables in the example script above use the [Inspectable] attribute so they can display in Unity's Inspector window and the Visual Scripting Graph Inspector. Without the attribute, you can't assign a value to any variables that use the PlayerCharacter class in a Script Graph. For more information about the [Inspectable] attribute, see Use a custom type.

These values can be different across different instances of Player objects in your code. Player1 can be Erin, a bard, who loves green and is level 5, and Player2 can be Sam, a mage, who loves black and is level 15.

An image of the Graph window with the Blackboard open. The Blackboard displays two variables created with a custom class to represent two different characters.

To represent the same data with basic variables, you need to create a lot of nodes, as in the following example. With a custom class, you can create a single node to represent a player character's information, instead of four separate nodes.

The Graph Editor. A Get Variable node set to get the value of Player1 is compared to a group of four nodes that represent the same information captured in the single variable node: Player1Name, Player1Color, Player1Type, and Player1Level. A second Get Variable node set to get the value of Player2 is compared to another group of four nodes.

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