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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

Output node

Use an Output node to control the flow of logic and data from a Script Graph's Subgraph node. An Output node sends data from a Subgraph and makes it available to a parent graph.

An image of the Graph window that displays a default Output node and the Graph Inspector.

For more information on Subgraphs, see Subgraphs and State Units and Subgraph node. For more information on Script Graphs, see Graphs.

Fuzzy finder category

The Output node is in the Nesting category in the fuzzy finder.

Available inputs

By default, an Output node has no ports.

The Output node can only have input ports. Define the number and specific data type for the input ports with the Graph Inspector. For more information on how to define ports on a Script Graph, see Add a Trigger or Data port to a Script Graph.

Port Type Description
Trigger Output A control port. Make a connection to this port to tell Visual Scripting which node triggers its exit from the Subgraph and the return to the logic in a parent graph. After the Output node runs, Visual Scripting starts any connections made to the matching Trigger Output port on the Subgraph node.
Data Output A data port. Make a connection to this port to send data from a Subgraph to its parent graph. Visual Scripting returns any value from a node connected to this port to any node connected to the matching Data Output port on the Subgraph node.

Example graph usage

In the following example, the Character Move Subgraph uses an Input node to receive data from a parent graph. The Subgraph uses three values from the parent graph and the values from two Input Get Axis nodes to create a new Vector 3 value. The graph sends the new Vector 3 value to the Output node and back to the parent Script Graph. The Subgraph reduces the number of nodes in the parent graph.

An image of the Graph window. The trigger output port on an Input node connects to the trigger input port on an Input Get Axis node. The Input Get Axis node has its Axis Name set to Horizontal. The output float port on the Get Axis node connects to the A input port on an Add Inputs node. The B input port on the Add Inputs node gets its value from the X output port on the Input node. The Add Inputs node connects its output port to the X input port on a Vector 3 Create node. The trigger output port on the Input Get Axis node connects to another Input Get Axis node with its Axis Name set to Vertical. The Vertical Input Get Axis node sends its output float value to the A input port on a second Add Inputs node. The Add Inputs node gets its B value from the Y output port on the Input node. The Add Inputs node sends its output value to the Y input port on the Vector 3 Create node. The Input node connects its Z output port directly to the Z input port on the Vector 3 Create node. The Output Trigger port on the Vector 3 Create node connects to the Input trigger on an Output node. The Vector 3 output port on the Vector 3 Create node connects to the Vector 3 input port on the Output node.

The parent graph receives the Vector 3 value from the Output node. The parent graph uses that value to set a new position on the current GameObject's Transform component.

An image of the Graph window. The trigger output port on an On Update Event node connects to the trigger input port on a Subgraph node called Character Move. A Transform Get Position node gets the position of the current GameObject's Transform component in a Vector 3. The Transform Get Position node connects its Vector 3 output port to a Vector 3 Get X, Vector 3 Get Y, and Vector 3 Get Z node. The Get X, Get Y, and Get Z nodes connect to the X, Y, and Z data input ports on the Character Move Subgraph node, respectively. The Character Move Subgraph node's trigger output port connects to the trigger input on a Transform Set Position node, set to the current GameObject's Transform component. The Character Move Subgraph connects its Vector 3 output port to the Vector 3 input port on the Set Position node.

Related nodes

Use an Output node with the following nodes:

  • Subgraph node
  • Input node
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