Manual#
Summary
The Visual Script manual explains how Events, Variables, saving, Signals, and Unity integrations behave. Read from the beginning to build your first Event, or open a system page when you need its runtime rules and trade-offs.
If you're new#
Follow these pages in order. They assume no Visual Script knowledge and require no code.
- Installation — get the asset into your project, and import the example scenes.
- Get started — build an Event that launches a cube when you click it.
- Events — learn how the component runs your logic, then explore the other systems below.
Each system chapter starts with the common operation, then introduces runtime details, constraints, and failure cases. Most include a Try it section for verifying the behavior in Unity.
Search nodes by behavior
Visual Script has hundreds of Triggers and Instructions. Every node list in the editor has a search field, so search by the behavior you need instead of memorizing names.
If you're looking something up#
Each chapter is self-contained. Use the On this page panel to open a specific section directly.
For the exact parameters of an Instruction, Condition, or Signal, use the generated Reference.
The core idea#
An Event component connects an action to the logic that responds to it. It listens for one or more Triggers and, when one fires, runs a list of Instructions from top to bottom.

For example, when the player walks into the door, load the next level has two parts: something that happens and an action that responds to it. The Event holds both.
These three node types define when the Event runs and what it does:
| Word | Is | Example |
|---|---|---|
| Trigger | A listener that starts the Event when something happens. | When the player clicks. |
| Instruction | An action in the sequence. | Play a sound. |
| Condition | An optional check. | Only if the door is unlocked. |
The systems#
Three systems carry the logic and persistent state of a project:
| System | Controls |
|---|---|
| Events | Triggered logic, ordered Instructions, control flow, cancellation, and Source/Target context. |
| Variables | Local and project-wide runtime state, including variables used as lists. |
| Save & Load | Remember components, Memories, profiles, and data written to disk. |
Supporting systems connect Events to Unity input, time, scenes, audio, and user interfaces without requiring C#.
- Nodes — distinguish Triggers, Conditions, and Instructions.
- Signals — supply typed values through constants, lookups, collections, and bindings.
- Audio — play sounds through pooled Audio Sources and five volume channels.
- Input — read keyboard, mouse, gamepad, and Input Action values.
- Time & tweens — select clocks, change time scale, and tween values.
- Pooling — reuse game objects instead of repeatedly creating and destroying them.
- User interface — connect uGUI and UI Toolkit elements to Events.
- Scenes — load, unload, and relocate objects between scenes.
- Debugging — use breakpoints, logs, and scene gizmos.
- Settings — configure the project, account, and editor preferences.
Reference and releases#
The Reference is a complete catalog of every Trigger, Condition, Instruction and Signal. The Releases page lists what changed in each version.
Reference entries come from source code
Node reference entries are generated from the asset's source code. If an entry differs from your installed version, check the release notes for changes.
Where to go next#
- Scripting API — add custom Instructions, Conditions, Triggers, Signals, Memories, and settings from C#.
- Registry — search community packages before maintaining another custom node.