Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Documentation~/vs-create-custom-node-add-d...
Schaken-Mods 9092858a58 updated to the latest editor
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
2023-05-07 17:43:11 -05:00

83 lines
3.4 KiB
Markdown

# Add documentation to a Custom C# node
You can also add [Graph Inspector](vs-interface-overview.md#the-graph-inspector) documentation to a Custom C# node. Visual Scripting displays the documentation in the Graph Inspector when you select a node in a Script Graph. The documentation isn't required to use the node, but can help your users understand the purpose and usage of a node.
To add documentation to a node:
1. [!include[open-project-window](./snippets/vs-open-project-window.md)]
> [!NOTE]
> If you already have an **Editor** folder in your project, you can skip Steps 2-3.
2. Right-click your **Assets** folder or select **Add** (+), then select **Folder**.
1. Name the folder **Editor**.
3. Do one of the following:
- Right-click your **Editor** folder in the Project window's folder list.
- Right-click anywhere in the Project window's preview pane with your **Editor** folder selected.
4. [!include[create-c-script](./snippets/vs-create-c-script-project.md)]
5. Enter a name, such as `MyNodeDescriptor` for the new script file.
1. Press Enter.
6. [!include[open-new-external-code](./snippets/vs-open-new-external-code.md)]
7. In your external editor, copy and paste the following code into the C# script:
```C#
using System;
using Unity.VisualScripting;
using UnityEngine;
[Descriptor(typeof(MyNode))]
public class MyNodeDescriptor : UnitDescriptor<MyNode>
{
public MyNodeDescriptor(MyNode unit) : base(unit) {}
protected override void DefinedPort(IUnitPort port, UnitPortDescription description)
{
base.DefinedPort(port, description);
switch (port.key)
{
case "inputTrigger":
description.summary = "Trigger the concatenation of two strings, myValueA and myValueB, and return the result string on the Result port.";
break;
case "myValueA":
description.summary = "First string value.";
break;
case "myValueB":
description.summary = "Second string value.";
break;
case "outputTrigger":
description.summary = "Execute the next action in the Script Graph after concatenating myValueA and myValueB.";
break;
case "result":
description.summary = "The result string obtained from concatenating myValueA and myValueB.";
break;
}
}
}
```
You can modify the script to suit the specifics of your own node.<br/>
8. [!include[save-script](./snippets/vs-save-script.md)]
1. [!include[return-unity](./snippets/vs-return-unity.md)]
9. Do one of the following:
- [!include[open-graph-w-node](./snippets/custom-c-nodes/vs-open-graph-w-node.md)].
- [!include[ff-add-node](./snippets/custom-c-nodes/vs-ff-add-node.md)]
10. Select the node and open the [Graph Inspector](vs-interface-overview.md#the-graph-inspector) to view your documentation.
![An image of the Graph window. The Graph Inspector is open on the left with the Custom C# node, My Node, selected. The Graph Inspector displays the documentation written for each port on the node, underneath the name and type for each port.](images/vs-my-node-custom-node-descriptions-inspector.png)
## Next steps
After you add documentation to a node, you can choose to further customize the node with [node class and port attributes](vs-create-custom-node-attributes-reference.md).