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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

Script Machines and State Machines

A Script Machine is a GameObject component that lets you use a Script Graph in an application. You can't use a Script Graph unless it's attached to a Script Machine. For more information on components, see Introduction to components in the Unity User Manual.

Script Machines can either link to a graph asset, or they can contain an embedded Script Graph asset.

An image of the Unity Inspector that displays a blank Script Machine component on a GameObject.

A State Machine is the same as a Script Machine, except it contains a State Graph.

An image of the Unity Inspector that displays a blank State Machine component on a GameObject.

For more information on the difference between a Script Graph and a State Graph, see Graphs.

Add a Script Machine or State Machine component to a GameObject and Visual Scripting automatically adds a Variables component. The Variables component holds any Object variables that you define in a Script Graph or State Graph attached to the GameObject. For more information on variables, see Variables.

For more information on how to add a Script Machine or State Machine to a GameObject and attach a graph file, see Attach a graph file to a Script Machine or State Machine

Source types

Script Machines and State Machines have two options for their Source: a graph file (Graph), or an embedded asset (Embed).

Set the Source for a Script Machine or State Machine at any time. If you switch the Source from Graph to Embed, the graph file still exists as a separate file from the State Machine or Script Machine inside of your project.

Caution

If you switch your Source from Embed to Graph, you will lose the embedded graph asset. You can copy the nodes from an embedded graph to a graph asset to avoid data loss.

Other features of Visual Scripting, such as transitions, Super States, and Subgraphs, also have these source type options.

The Graph source type

Use the Graph source type to make your graphs faster to load and easier to maintain. Any changes made to a graph file apply to every Script Machine or State Machine that links to that graph file, even if those GameObjects don't use the same Prefab.

To use the same graph across multiple GameObjects, use a Graph source type. You might encounter some situations where an embedded graph works best.

The Embed source type

An Embed graph exists only in the scene where it's created, if it isn't attached to a Prefab. This can cause problems with source control systems.

If you delete a GameObject with an Embed graph asset, you will lose your graph. Changes made to an embedded graph aren't saved while the Editor is in Play mode.

Use the Embed source type if:

  • You need references to GameObjects from the current scene in the graph and the graph isn't on a Prefab.
  • The graph is on a Prefab that you plan to instantiate in the application during runtime.
  • You only need to use the logic in the graph once in the application.

You can't reuse an embedded graph across multiple GameObjects unless the graph is on a Prefab. An embed graph only exists on the Script Machine or State Machine where you created it. This means you can share the graph across instances of a Prefab, but not on more than one GameObject. For more information about Prefabs, see Prefabs in the User Manual.

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