docs.unity.cn
  • Manual
  • Scripting API
  • Changelog
  • License

Visual Scripting 1.7.8

    Show / Hide Table of Contents
    • About Visual Scripting
      • Configure project settings
        • Add or remove available nodes
        • Add or remove types
        • Create or restore a backup
      • Choose a control scheme
      • Configure your preferences
      • Update Visual Scripting
      • Version control systems
      • Use Visual Scripting with Unity Cloud Build
    • Basic concepts in Visual Scripting
      • The interface
      • Nodes
      • Graphs
        • Subgraphs and State Units
        • Transitions
      • Script Machines and State Machines
      • Object types
        • Custom types
      • Variables
    • Develop application logic with Script Graphs
      • Create a new graph file
        • Create a new blank graph with the Project window
        • Create a new unassigned graph with the empty graph creation flow
        • Create and assign a graph to an existing Game​Object
        • Create and assign a graph to a new Game​Object
        • Create a graph on a Script Machine or State Machine
      • Attach a graph file to a Script Machine or State Machine
      • Open a graph file
        • Add a node to a Script Graph
        • Connect nodes in a Script Graph
        • Create and add a variable to a Script Graph
        • Create node groups
      • Add a Subgraph to a Script Graph
        • Add a Trigger or Data port to a Script Graph
      • Add a State Unit to a Script Graph
      • Custom Events
        • Add a Custom Event node
        • Add a Trigger Custom Event node
      • Capture user input in an application
        • Capture input using the Input Manager
        • Add and configure a Player Input component
        • Capture input using the Input System package
      • Use relations to debug
        • Predictive and live debugging
        • Working with debug messages
      • Live edit
        • Live edit during runtime
    • Develop logic transitions with state graphs
      • Create a new state
      • Create a transition between states
    • Advanced customization and development
      • Refactor a C# script with Visual Scripting
        • Add the Renamed​From attribute to a C# script
      • Custom C# nodes
        • Create a new simple Custom C# node
        • Add ports to your Custom C# node
        • Add logic to your Custom C# node
        • Add relations to your Custom C# node
        • Add documentation to your Custom C# node
        • Custom C# node attributes reference
      • Create a Custom Scripting Event node
        • Create a Custom Scripting Event Sender node
        • Trigger a Custom Scripting Event from a C# script
        • Listen to a Custom Scripting Event from a C# script
      • Use a custom type
        • Add the Inspectable attribute to a custom type
        • Create a custom Property​Drawer for a custom type
    • Node reference
      • This node
      • Control node
      • Time node
      • Events
        • Event nodes
        • Input Event nodes
          • On Input System Event Button
          • On Input System Event Float
          • On Input System Event Vector 2
          • On Button Input
          • On Keyboard Input
          • On Mouse Down
          • On Mouse Drag
          • On Mouse Enter
          • On Mouse Exit
          • On Mouse Input
          • On Mouse Over
          • On Mouse Up As Button
          • On Mouse Up
      • Variable node
      • Nulls node
      • Formula node
      • Nesting
        • Input node
        • Output node
        • State Unit node
        • Subgraph node
      • Script graph nodes
      • State graph nodes
    • Developer's guide
    • Manual
    • About Visual Scripting
    • Version control systems

    Version control systems

    To avoid any problems with automatically generated files, exclude some Visual Scripting files from your version control solution.

    To exclude files from version control, include a file or configure your settings to specify which files and folders to exclude:

    1. Create a new file at the root of your project directory.

      Tip

      The root of your project directory is at the level above your Assets folder.

    2. Name the file based on your chosen version control system:

      • Git: .gitignore. For more information, see Git's documentation on gitignore.

      • Unity Collab: .collabignore. For more information, see the Unity User Manual.

      • Subversion: Ignore the files from your svn:ignore property or runtime configuration options. For more information, see Subversion's documentation on Ignoring Unversioned Items.

    3. Open the file in a text editor.

    4. Add the appropriate files or file patterns to your ignore file or configuration. For an example and more information, see Ignore file template.

    Note

    If you have an issue when you try to create a .gitignore file on Windows, refer to Microsoft's documentation on how to create a .gitignore file from the command line.

    Ignore file template

    The following template ignores all core Visual Scripting files, but preserves your project settings and variables. It also includes the standard Unity ignore directives for files that you can exclude from version control. For more information, see the Unity.gitignore file included in GitHub's gitignore template repository.

    Refer to the comments in the template for which lines to comment or remove.

        # Optionally exclude these transient (generated) files, 
        # because they can be easily re-generated by the package
    
        Assets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db
        Assets/Unity.VisualScripting.Generated/VisualScripting.Flow/UnitOptions.db.meta
        Assets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers
        Assets/Unity.VisualScripting.Generated/VisualScripting.Core/Property Providers.meta
    
        ## Unity
        # From: https://github.com/github/gitignore/blob/master/Unity.gitignore
    
        /[Ll]ibrary/
        /[Tt]emp/
        /[Oo]bj/
        /[Bb]uild/
        /[Bb]uilds/
        /[Ll]ogs/
        /[Uu]ser[Ss]ettings/
    
        # MemoryCaptures can get excessive in size.
        # They also could contain extremely sensitive data
        /[Mm]emoryCaptures/
    
        # Asset meta data should only be ignored when the corresponding asset is also ignored
        !/[Aa]ssets/**/*.meta
    
        # Uncomment this line if you want to ignore the asset store tools plugin
        # /[Aa]ssets/AssetStoreTools*
    
        # Autogenerated Jetbrains Rider plugin
        /[Aa]ssets/Plugins/Editor/JetBrains*
    
        # Visual Studio cache directory
        .vs/
    
        # Gradle cache directory
        .gradle/
    
        # Autogenerated VS/MD/Consulo solution and project files
        ExportedObj/
        .consulo/
        *.csproj
        *.unityproj
        *.sln
        *.suo
        *.tmp
        *.user
        *.userprefs
        *.pidb
        *.booproj
        *.svd
        *.pdb
        *.opendb
        *.VC.db
    
        # Unity3D generated meta files
        *.pidb.meta
        *.pdb.meta
        *.mdb.meta
    
        # Unity3D Generated File On Crash Reports
        sysinfo.txt
    
        # Builds
        *.apk
        *.aab
        *.unitypackage
    
        # Crashlytics generated file
        crashlytics-build.properties
    
        # Packed Addressables
        /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*.*.bin*
    
        # Temporary auto-generated Android Assets
        /[Aa]ssets/[Ss]treamingAssets/aa.meta
        /[Aa]ssets/[Ss]treamingAssets/aa/*
    

    Remove previously committed files

    If you committed any files to a version control solution that you want to exclude:

    • See Git's documentation on the git-rm command.
    • See Subversion's documentation on the svn delete command.
    In This Article
    • Ignore file template
    • Remove previously committed files
    Back to top Copyright © 2022 Unity Technologies
    Generated by DocFX
    on Tuesday, May 10, 2022
    Terms of use