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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

Live edit during runtime

Live editing in visual scripting goes beyond adjusting values in real-time. Live editing also includes the ability to add and remove nodes as well as connectors; you can code while the game is playing and immediately affect the gameplay.

Remember that:

  • Changes you make to embed graphs are reverted when you exit play mode; they live inside components.
  • Changes you make to graphs are saved when you exit play mode; they live inside assets.
  • Graph variables are saved when not in an embed graph.
  • The following variables are not saved:
    • Object
    • Scene
    • App
    • Saved
Note

If you’ve used an embed graph and do not want to lose your modifications, copy all the changes you made to the embed graph before exiting Play mode. Paste them back in when in edit mode. You can’t do this for any changed variables.

As a visual aid, connectors in Live mode display their execution flow with animated directional droplets going in the direction of execution. The speed and number of droplets does not represent the frequency or speed of execution.

To adjust the graph during runtime

With a graph open do any or all of the following:

  • In the Inspector, click in any field to change a component’s value. The values are not persistent and won’t save when you leave Play mode.
  • Right-click in an empty spot in the graph and add a node.
  • Connect nodes.
  • Delete any connectors.
  • Add an extension.
  • Add and link Debug nodes.
  • Change values directly in a node.
Tip

Select any GameObject that contains a script graph to see and work with the values of the selected GameObject during runtime.

Note

When you modify anything after a Start event during runtime you won’t get the update on the GameObject during that session. You need to restart the session for Unity to execute the new logic after the start event.

The changes you make to a graph are instantly shared across all instances of that saved graph asset.

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