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Glossary
This page explains important terms related to visual scripting in Unity. Use this list to check your knowledge of key concepts and definitions.
Author's note: For terms included in this glossary, I have followed the capitalization conventions of the official Unity documentation on visual scripting.
The Blackboard resides on the left side of the Graph window, beneath the Graph Inspector. It serves as the space where you can create variables and modify their values. Variables are categorized by scope into five different tabs: Graph, Object, Scene, App, and Saved.
Control ports dictate the order in which nodes are run. Nodes connected by control ports are read from left to right. A control port is visually represented as a green arrow.
A data port is a conduit for information exchange between nodes. Data ports can both send and receive data, with a colored symbol indicating the type of data a port can handle.
Flow refers to the direction of logic within a graph. By arranging nodes in a sequence, you instruct Unity to run events and actions in that specific order. Nodes can be connected, disconnected, and rearranged to experiment with different sequences.
The fuzzy finder is a search tool, accessible by right-clicking in the Graph Editor. It contains a list of every available node in visual scripting, organized into searchable categories.
A graph is a compilation of nodes. Graphs in visual scripting can be either Script Graphs or State Graphs. The two types are similar in appearance but serve different functions.
The Graph Editor is the central area inside the Graph window. Here you can place, connect, and arrange nodes.
By default, the Graph Inspector is positioned on the left side of the Graph window. It displays useful information about selected nodes and the overall graph.
The Graph toolbar is located at the top of the Graph window. It contains properties that can be used to change the visual appearance of the window. This is where you can navigate through nested graphs and select Full Screen mode.
The Graph window is the main window in visual scripting. It contains the Graph Editor, Graph toolbar, fuzzy finder, Graph Inspector, and Blackboard.
Input ports are located on the left side of a node. They help direct the flow of logic between nodes and can receive data from output ports.
A machine is a container for a graph. You can attach it as a component to a game object from the Inspector. A machine can be either a Script Machine or a State Machine. In visual scripting, you must match the type of machine to the type of graph it contains.
A node is a rectangular block in a graph. It is added to the Graph window via the fuzzy finder. Each node accomplishes a specific function, whether it’s retrieving the value of a variable, performing a mathematical operation, or instantiating a game object. Nodes can be connected via output ports and input ports.
Output ports are located on the right side of a node. They help direct the flow of logic between nodes and can send data to input ports.
Overloads are variations of a node. They allow you to perform a function using specific data types while keeping the core operation consistent. Overloads provide different combinations of inputs and outputs, varying in number and kind. To view available overloads, hover over the node name in the fuzzy finder.
A Script Graph is a compilation of nodes, arranged in a particular order. Unity activates the nodes in sequence from left to right. The frequency with which nodes are run depends on their event type.
A State Graph is a system of different behaviors, called states. While states resemble regular nodes, they are actually self-contained Script Graphs. The fulfillment of logic within the graph's transitions determines when and how often states are entered.
A transition is a pathway between different states in a State Graph. Transitions contain logic that defines how the system moves from one state to another.
Last modified 15d ago