Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Documentation~/vs-refactoring.md
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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