Installing#
Installing from the Registry adds community scripts or modules to your current Unity project. Installation is free, and you only need to sign in if you want to publish.
Installing a script#
An Instruction, Condition, Trigger, or Signal is a single C# file. Press Install in the Registry section of the Settings window to add it to your project.
Unity compiles the file, then displays the node in the relevant dropdown beside the built-in nodes. The script requires no separate import or registration step.
Scripts are installed under Assets/Visual Script, sorted by kind:
| Kind | Installs to |
|---|---|
| Instruction | Assets/Visual Script/Instructions |
| Condition | Assets/Visual Script/Conditions |
| Trigger | Assets/Visual Script/Triggers |
| Signal | Assets/Visual Script/Signals |
| Module | Assets/Visual Script/Modules |
Each file is named after the package identifier rather than its class. This lets the editor distinguish installed packages from scripts you wrote and detect available updates.
The file name doesn't affect the node because Unity finds the class inside the file.
Because downloaded nodes are C# files in your project, they behave like project code:
- The files are readable and editable.
- Version control includes them with the rest of the project, so teammates receive them on the next pull.
- Visual Script updates don't remove them.
Updates overwrite local edits
Editing an installed node is supported, but Update replaces the entire file. If you intend to maintain a separate version, rename the class and save the file outside Assets/Visual Script before you edit it.
Installing from the website#
Every script package page on visualscript.dev has a Download button that gives you the .cs file directly. Drop it anywhere in your project's Assets folder and Unity compiles it exactly the same way.
Use the website when Unity isn't open or when you want to inspect the entire file first. Use the editor to compare installed versions, apply updates, and uninstall packages.
Installing a module#
Modules are complete packages rather than loose scripts, so Unity installs them through the Package Manager:
| Starting point | Action |
|---|---|
| Registry in the editor | Press Install. Visual Script sends the module's Git URL to the Package Manager. |
| Registry website | Press Copy Git URL. In Unity, open Window → Package Manager → + → Install package from git URL, then paste the URL. |
Modules use the Package Manager's update process, declare their own dependencies, and add their own sections to the Settings window.
Installing a list#
A list installs its scripts together. Press Install on the list, and Visual Script downloads each member into the folder for its kind, as with individual installations.
A list counts as installed only when all of its members are present. If you previously installed some members, installing the list fetches the missing files.
Lists install from the editor
Browse and curate lists on the website, then install them from the editor. A list page shows every member, and each package page provides its own download.
Updating#
Visual Script compares the installed file's [Version] attribute with the version published on the Registry. When the installed version is older, the Registry inspector displays Update. Pressing it replaces the old file with the published file.
Visual Script applies the update only when you press Update.
Read before updating a node you edited
Update replaces the entire file and discards local edits. Create a separate class outside Assets/Visual Script before you diverge from the published package.
For modules, the Package Manager reports the update in its own interface, and the Registry shows it through the same Update button.
Uninstalling#
Uninstall moves the script to the operating system's trash, where it remains recoverable until you empty the trash. Uninstalling a list removes every script that came with it.
For modules, Uninstall removes the package from the Package Manager.
Uninstalling a used node loses configured values
Visual Script stores nodes by type name. Removing a node that's still in a scene or prefab leaves those entries empty, and reinstalling doesn't recover their configured values.
Check which scenes and prefabs use the node before removing it. Conventions explains how Visual Script stores these references.
Where to go next#
- Lists — install a related set of nodes together.
- Finding what you need — search and inspect Registry listings.
- Contributing — prepare your own package for publishing.