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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
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    • Configure your preferences
    • Update Visual Scripting
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    • 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

Subgraph node

Use a Subgraph node to reference and trigger another Script Graph's logic from inside a parent Script Graph.

An image of the Graph window that displays a new Subgraph node created from an existing Script Graph added to another Script Graph file

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

Fuzzy finder category

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

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

Available ports

By default, a Subgraph node has no ports.

Use the Graph Inspector to specify the following on a Script Graph:

  • Trigger Inputs.
  • Trigger Outputs.
  • Data Inputs.
  • Data Outputs.

These determine the type and number of ports available on its Subgraph node. 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 Input Adds a control input port to the Subgraph node for the Script Graph. Use a Trigger Input to choose which node or nodes from a parent graph triggers Visual Scripting to run the logic in the Subgraph.
Trigger Output Adds a control output port to the Subgraph node for the Script Graph. Use a Trigger Output to choose which node or nodes Visual Scripting triggers after the logic contained in the Subgraph finishes.
Data Input Adds a data input port to the Subgraph node for the Script Graph. Use a Data Input to receive data from a parent graph.
Data Output Adds a data output port to the Subgraph node for the Script Graph. Use a Data Output to send data back to a parent graph.

Example graph usage

Tip

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

In the following example, the Subgraph node Character Move references a graph that makes a GameObject move based on a user's input. It has the following:

  • One Trigger Input port.
  • One Trigger Output port.
  • Three Data Input ports.
  • One Data Output port.

After every Update Event in the application, the Character Move Subgraph node triggers and takes the X, Y, and Z coordinates of the current GameObject's Transform component. The Subgraph node then outputs a new Vector 3 value, which the parent graph assigns to the current GameObject with a Transform Set Position node.

An image of the Graph window. The Output Trigger port on an On Update Event node connects to the Input Trigger port on a Subgraph node called Character Move. A Transform Get Position node gets the position of the current GameObject's transform 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 Output Trigger port connects to the Input Trigger on a Transform Set Position node, set to the current GameObject's transform. The Character Move Subgraph connects its Vector 3 output port to the Vector 3 input port on the Set Position node.

The Subgraph node reduces the number of nodes in the parent graph.

Tip

To see the Script Graph attached to the Subgraph node in this example, see either Input node or Output node.

Related nodes

Use a Subgraph node with the following nodes:

  • Input node
  • Output node
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