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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

State Unit node

Use a State Unit node like a Subgraph. The node references and triggers a State Graph inside a Script Graph.

An image of the Graph window that displays a State Unit node and the Graph Inspector.

A State Unit node:

  • Can't send or receive any data from ports.
  • Can only trigger its associated State Graph or other nodes inside its parent Script Graph.
  • Can't change its number or type of ports.

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

Fuzzy finder category

The State Unit node is in the Nesting category in the fuzzy finder.

You can go to the Graphs category and select any State Graph to create a State Unit node. For more information on how to create a State Unit node, see Add a State Unit to a Script Graph.

Inputs

The State Unit node has the following input ports:

Name Type Description
Start Input Trigger The first execution Input Trigger for the node. The connection made to this port indicates when Visual Scripting runs the nested State Graph. Visual Scripting makes all states marked as Start States in the State Graph active.
Stop Input Trigger The second execution Input Trigger for the node. The connection made to this port indicates when Visual Scripting stops the nested State Graph. Visual Scripting makes all states and transitions in the State Graph inactive.

Outputs

The State Unit node has the following output ports:

Name Type Description
Started Output Trigger The first execution Output Trigger for the node. The connection made to this port indicates what Visual Scripting runs after the nested State Graph starts.
Stopped Output Trigger The second execution Output Trigger for the node. The connection made to this port indicates what Visual Scripting runs after the nested State Graph stops.

Example graph usage

Tip

A State Unit node can use a new blank State Graph or an existing State Graph from a project. For more information, see Add a State Unit to a Script Graph.

In the following example, a State Unit node triggers when the Script Graph's GameObject enters a specific Collider marked as a trigger. After the State Unit node starts, the Script Graph uses a Debug Log node to log Started new state! to the console. When the GameObject leaves the Collider, the State Unit node stops, and the Script Graph uses another Debug Log node to log Exited state to the console.

An image of the Graph window. The Output Trigger port from an On Trigger Enter Event node connects to the Start port on the New State Graph State Unit node. The Output Trigger port from an On Trigger Exit Event node connects to the Stop port on the New State Graph State Unit node. The Started Output Trigger port on the State unit node connects to the Input Trigger port on a Debug Log node. A String Literal node with a message of "Started new state!" connects to the Message input port on the Debug Log node. The Stopped Output Trigger port on the State Unit node connects to the Input Trigger port on another Debug Log node. Another String Literal node with a message of "Exited state" connects to the Message port on the second Debug Log node.

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