Unity-jump-proj
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title: ff-add-node
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---
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Right-click anywhere in the [Graph Editor](../../vs-interface-overview.md#the-graph-editor) to open the fuzzy finder. Then, select your node in the fuzzy finder to add it to your graph.
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title: open-graph-w-node
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---
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[Open a Script Graph](../../vs-open-graph-edit.md) where you've already added your node.
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---
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title: vs-tasks-note-end
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---
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The examples below are based on the previous examples for a Custom C# node. For more information, see [Create a new simple Custom C# node](../../vs-create-custom-node-empty.md).
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---
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title: right-click-project
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---
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Right-click a folder in the Project window's folder list or anywhere in the Project window's preview pane.
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title: tasks-note-end
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---
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The examples below are based on the previous example to create a Custom Scripting Event node. For more information, see [Create a Custom Scripting Event node](../../vs-create-own-custom-event-node.md)
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title: nodes-desc-end
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---
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It triggers the next node connected to it after the action occurs in the application. It doesn't send or receive any other data.
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---
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title: nodes-input-output-trigger
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---
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<tr>
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<td><strong>Trigger</strong></td>
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<td>Output Trigger</td>
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<td>The control output port. Make a connection to specify what Visual Scripting should do after the configured Input event occurs in your application.</td>
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</tr>
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---
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title: nodes-note-manual
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---
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node is an [Input Manager](https://docs.unity3d.com/Manual/class-InputManager.html) node. For more information about how to use the Input Manager with Visual Scripting, see [Capture user input in an application](../../vs-capture-player-input.md).
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title: nodes-input-action-change
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---
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<table>
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<thead>
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<tr>
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<th><strong>Name</strong></th>
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<th><strong>Type</strong></th>
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<th colspan="2"><strong>Description</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td rowspan="4"><strong>Input Action Change Type</strong></td>
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<td rowspan="4">Input Action Change Option</td>
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<td colspan="2">Set an Input Action Change Type to choose the interaction type that triggers the node.</td>
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</tr>
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<tr>
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<td><strong>On Pressed</strong></td>
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<td>The node triggers when a user presses the button from the selected <strong>Input Action</strong> input asset.</td>
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</tr>
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<tr>
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<td><strong>On Hold</strong></td>
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<td>The node triggers when a user holds the button from the selected <strong>Input Action</strong> input asset.</td>
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</tr>
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<tr>
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<td><strong>On Released</strong></td>
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<td>The node triggers when a user releases the button from the selected <strong>Input Action</strong> input asset.</td>
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</tr>
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</tbody>
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</table>
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title: nodes-input-system-output-trigger-port
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---
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<tr>
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<td><strong>Trigger</strong></td>
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<td>Output Trigger</td>
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<td>The control output port. Make a connection to specify what Visual Scripting does after the configured Player Input event, such as a button press, occurs in the application.</td>
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</tr>
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---
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title: nodes-input-system-ports
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---
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| **Name** | **Type** | **Description** |
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| :------ | :------- | :------------- |
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| **Target** | Player Input | The Player Input component that Visual Scripting uses to display a list of input actions. The default is **This**, which is the Player Input component attached to the GameObject where Visual Scripting runs the Script Graph. You can also connect a node that outputs a Player Input component.|
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| **Input Action** | Input Action | An input action. Use the dropdown to select an input action from the Player Input component specified in **Player Input**, or connect a node that outputs an input action.|
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title: nodes-note-package
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---
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is an [Input System package](https://docs.unity3d.com/Packages/com.unity.inputsystem@latest) node. For more information about how to use the Input System package in Visual Scripting, see [Capture user input in an application](../../vs-capture-player-input.md).
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---
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title: nodes-additional-settings
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---
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node has additional settings. Access these settings from the [Graph Inspector](../vs-interface-overview.md#the-graph-inspector):
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title: nodes-controls
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---
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node has the following controls:
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title: nodes-coroutine
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---
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<tr>
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<td><strong>Coroutine</strong></td>
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<td>Toggle</td>
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<td>Enable <strong>Coroutine</strong> if you want Visual Scripting to run this node and any of its connected nodes as a coroutine. Coroutine nodes don't execute all their code in a single frame, so they can spread an effect over several frames. Coroutines can also help optimize your code. For more information on coroutines, see the Unity User Manual section on <a href="https://docs.unity3d.com/Manual/Coroutines.html">Coroutines</a>.</td>
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</tr>
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title: nodes-inputs
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---
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node has the following input ports:
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title: nodes-outputs
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---
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node has the following output ports:
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title: nodes-related
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The following nodes are related or similar to the
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title: nodes-single-control
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node has one control:
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title: nodes-single-input
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node has one input port:
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title: nodes-single-output
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node has one output port:
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title: blackboard-tip
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> [!TIP]
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> If the Blackboard isn't visible in the Graph window, select **Blackboard** () from the toolbar.
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title: create-c-script
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---
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Go to **Create** > **C# Script**.
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title: graph-inspector-tip-html
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<div class="TIP"><h5>TIP</h5><p>If the Graph Inspector isn't visible in the Graph window, select <strong>Graph Inspector</strong> (<img src="../images/vs-graph-inspector-icon.png" alt="The Graph Inspector icon. A circle with a lower-case letter 'i' inside.">) from the toolbar.</p></div>
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title: graph-inspector-tip
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> [!TIP]
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> If the Graph Inspector isn't visible in the Graph window, select **Graph Inspector** () from the toolbar.
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title: open-existing-external-code
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Double-click the C# file. Unity opens the file in the program you specified in your preferences, under **External Script Editor**.
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> [!NOTE]
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> For more information on script editors in Unity, see the [Integrated development environment (IDE) support](https://docs.unity3d.com/Manual/ScriptingToolsIDEs.html) in the Unity User Manual.
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title: open-fuzzy-finder
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---
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Right-click anywhere in the Graph Editor to open the fuzzy finder.
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---
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title: open-graph-inspector
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---
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Select **Graph Inspector** () from the toolbar.
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title: open-graph
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---
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[Open a graph file](../vs-open-graph-edit.md) in the Graph window.
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---
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title: open-hierarchy-window
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---
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Go to **Window** > **General** > **Hierarchy**, or press Ctrl+4 (macOS: Cmd+4) to open the [Hierarchy window](https://docs.unity3d.com/Manual/Hierarchy.html).
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title: open-inspector-window
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---
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With the GameObject selected in the Hierarchy window, go to **Window** > **General** > **Inspector**, or press Ctrl+3 (macOS: Cmd+3) to open the [Inspector window](https://docs.unity3d.com/Documentation/Manual/UsingTheInspector.html).
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title: open-new-external-code
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---
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Double-click the new C# file. Unity opens the file in the program you specified in your preferences, under **External Script Editor**.
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> [!NOTE]
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> For more information on script editors in Unity, see the [Integrated development environment (IDE) support](https://docs.unity3d.com/Manual/ScriptingToolsIDEs.html) in the Unity User Manual.
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title: open-project-settings
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Go to **Edit** > **Project Settings**.
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title: open-project-window
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---
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Go to **Window** > **General** > **Project**, or press Ctrl+5 (macOS: Cmd+5) to open the [Project window](https://docs.unity3d.com/Manual/ProjectView.html).
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title: open-state-menu
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---
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With a State Graph [open in the Graph window](../vs-open-graph-edit.md), right-click on an empty space in the Graph Editor to open the context menu.
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title: regen-node-library
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---
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Follow the process described in [Configure project settings](../vs-configuration.md#Regen) to regenerate your Node Library.
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title: return-unity
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---
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Return to the Unity Editor.
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title: save-script
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---
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Save your script file.
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title: visual-scripting-window
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---
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Go to **Window** > **Visual Scripting** > **Visual Scripting Graph**.
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title: with-graph-open-ff
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---
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With a Script Graph [open in the Graph window](../vs-open-graph-edit.md), right-click on an empty space in the Graph Editor to open the fuzzy finder.
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Reference in New Issue
Block a user