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  • About Visual Scripting
    • Configure project settings
      • Add or remove available nodes
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    • Update Visual Scripting
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  • 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
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    • Events
      • Event nodes
      • Input Event nodes
        • On Input System Event Button
        • On Input System Event Float
        • On Input System Event Vector 2
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        • On Mouse Up
    • Variable node
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    • State graph nodes
  • Developer's guide
  • Known Issues

Transitions

A transition is a connection between State nodes in a State Graph. A transition has a Script Graph that tells Visual Scripting when to switch states in a State Graph. A special transition type, called a self transition, can make a state transition to itself.

You can embed the Script Graph for a transition in the Transition node itself, or link to an external graph asset file.

Use Event nodes and a Trigger Transition node in the Script Graph you attach to a transition. These nodes specify which event or events must occur to trigger a change of state in your parent State Graph.

For example, the following transition Script Graph switches states after a GameObject with the Player tag enters a trigger Collider.

An image of a new transition Script Graph open in the Graph window. The output trigger port on an On Trigger Enter Event node connects to the trigger input on an If logic node. The Collider output port on the On Trigger Enter Event node connects to the GameObject input port on a GameObject Compare Tag node. The Tag uses an inline value of Player. The Boolean result is sent to the Boolean input port on the If node. The True trigger output port connects to a Trigger Transition node.

Any transition nodes with a transition Script Graph display the name of the event in the graph that triggers the state change. For example, the following parent State Graph displays the graph from the previous example as an On Trigger Enter Transition node.

An image of a State Graph with a configured transition between two states. The transition appears as On Trigger Enter.

If you've assigned a name to a transition Script Graph, the assigned name appears on the Transition node.

Tip

To reduce the space taken up by transition nodes in a State Graph, you can hide their name labels. For more information, see Configure your preferences.

You can create any number of transitions between states in a State Graph. For more information on how to create transitions, see Create a transition between states.

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