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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

Refactor a C# script with Visual Scripting

Visual Scripting creates nodes from methods, fields, and properties from C# script in your project. Visual Scripting creates these nodes after you regenerate your Node Library and add any relevant types to your Type Options.

For example, Visual Scripting created the following Take Damage node from a custom C# script that defines the Player class.

An image of the Graph window, that displays a node created from a custom C# script. The node is called Player Take Damage. It has an input trigger port, a GameObject input port set to This, and an input integer port called Damage. It has a single output trigger port.

Visual Scripting generated the node with the following code, which creates a Player class with a TakeDamage member.

    using UnityEngine; 

    public class Player : MonoBehaviour
    {
        public void TakeDamage(int damage)
        {
            //...
        }
    }
Tip

You can create your own custom node or create a custom event to customize the ports and information displayed on your nodes.

If you change the name of the TakeDamage member in the C# script, Visual Scripting displays an error in Script Graphs that use the Take Damage node.

An image of the Graph window, that displays the Take Damage node and the Graph Inspector. The node is red, its ports no longer display, and the Graph Inspector states that "No matching member found."

To rename a member, type, class, struct, enum, or other API element that a Visual Scripting node uses in a project, add the [RenamedFrom] attribute to the relevant API element in the script file. To avoid issues with Unity's serialization, the [RenamedFrom] attribute tells Visual Scripting that an API or one of its elements has been renamed.

For more information on how to add the [RenamedFrom] attribute to a C# script, see Add the RenamedFrom attribute to a C# script.

Additional resources

  • Add the RenamedFrom attribute to a C# script
  • Configure project settings
  • Add or remove types from your Type Options
  • Custom C# nodes
  • Custom events
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