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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

Use a custom type

Visual Scripting supports every class and struct type available in Unity. By default, the most common are available in the fuzzy finder. Add additional Unity assemblies, such as custom types and classes, through your project settings.

You must write some additional code to use a custom type or class in a graph. You can't assign a value to a variable with a custom type from Unity's Inspector window, or initialize it from inside the Unity Editor if this additional code isn't available. You must assign a default value for a custom type through the Inspector window to use that type for a variable in Visual Scripting.

You have two options to enable variable assignment and initialization:

  • If you have access to the source code, you can add the [Inspectable] attribute to the classes and fields that you want to display and modify in the Editor.
  • If you don't have access to the source code, you must create a custom PropertyDrawer and generate the required property provider scripts.

Add the [Inspectable] attribute

Add the [Inspectable] attribute to the code for your custom class to display its available properties in the Inspector window and Visual Scripting's Graph Inspector. You can't view your classes and fields in the Inspector window without the [Inspectable] attribute.

Unity provides a basic UI for your types in the Inspector window, which might not give the aesthetic results you want. If you or your users want to configure a property for a custom type with a slider, for example, don't use the [Inspectable] attribute method. For more information on how to add the [Inspectable] attribute to a custom class, see Add the Inspectable attribute to the source code for a custom type.

Create a custom PropertyDrawer

Create a custom PropertyDrawer to choose how to display each property for a custom class in the Inspector window.

Without access to the source code, you must create a PropertyDrawer to interact with custom-typed variables in Visual Scripting. If you see an error in the Unity Editor's Inspector window when you try to use a type from a third-party package, you must create a custom PropertyDrawer.

Note

If you are a package developer, or plan to provide your custom classes and types to other users and want those types to be available in Visual Scripting, create a custom PropertyDrawer to get the best results for your users.

For more information on how to create a custom PropertyDrawer, see Create a custom PropertyDrawer for a custom type.

After you create a custom PropertyDrawer for a custom type, you must generate the necessary property provider scripts. For more information, see the Generate option in Configure project settings.

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