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com.unity.visualscripting@1.9.10
## [1.9.10] - 2026-02-23 ### Changed - Replaced internal use of InstanceIDs with the new EntityId (Unity 6.4+). - Migrate Mono APIs to CoreCLR-compatible APIs available in Unity 6000.5 and above. ### Fixed - Fixed loading icon showing on the Visual Scripting components in the inspector during play mode when the editor is compiling.
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CHANGELOG.md

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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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## [1.9.10] - 2026-02-23
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### Changed
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- Replaced internal use of InstanceIDs with the new EntityId (Unity 6.4+).
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- Migrate Mono APIs to CoreCLR-compatible APIs available in Unity 6000.5 and above.
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### Fixed
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- Fixed loading icon showing on the Visual Scripting components in the inspector during play mode when the editor is compiling.
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## [1.9.8] - 2025-06-11
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### Fixed
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- Fixed broken links to example codes in API documentation.
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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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| **Name** | **Type** | **Description** |
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| :--- | :--- | :--- |
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| **Trigger** | Output Trigger | The control output port. Make a connection to specify what Visual Scripting should do after the configured Input event occurs in your application. |
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---
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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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| **Name** | **Type** | **Description** |
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| :--- | :--- | :--- |
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| **Coroutine** | Toggle | Enable **Coroutine** 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, refer to the Unity User Manual section on <a href="https://docs.unity3d.com/Manual/Coroutines.html">Coroutines</a>. |

Documentation~/vs-add-subgraph.md

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> [!NOTE]
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> You can't nest a Script Graph as a Subgraph in its own graph file.
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1. [!include[vs-with-graph-open-ff](./snippets/vs-with-graph-open-ff.md)]. Go to **Nesting** and select **Subgraph**.
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1. [!include[vs-with-graph-open-ff](./snippets/vs-with-graph-open-ff.md)] Go to **Nesting** and select **Subgraph**.
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2. In the Graph Inspector, set your **Source** to **Graph**.
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<br/>

Documentation~/vs-capturing-player-inputs-old.md

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To create a basic Script Graph that uses the Input Manager to capture input:
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<ol>
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<li><p><a href="vs-open-graph-edit.md">Open</a> or <a href="vs-create-graph.md">create</a> a Script Graph attached to the GameObject that you want your users to move.</p></li>
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<li><p>If there isn't an <strong>On Update</strong> or similar Event node in your graph:</p>
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<ol type="a">
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<li><p>[!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]</p></li>
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<li><p>Go to <strong>Events</strong> &gt; <strong>Lifecycle</strong>, or enter <strong>On Update</strong> in the search field.</p></li>
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<li><p>Select the <strong>On Update</strong> Event node to add it to the graph.</p></li>
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</ol>
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</li>
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<li><p>[!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]</p></li>
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<div class="TIP"><h5>TIP</h5><p>If you right-click and the context menu appears, select <strong>Add Node</strong> to open the fuzzy finder.</p></div>
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<li><p>Go to <strong>Codebase</strong> &gt; <strong>Unity Engine</strong> &gt; <strong>Input</strong>, or enter <strong>Get Axis</strong> in the search field.</p></li>
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<li><p>Select <strong>Get Axis (Axis Name)</strong> to add the Get Axis node to the graph.</p></li>
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<li><p>Repeat Steps 3 through 5 to create a second <strong>Get Axis (Axis Name)</strong> node.</p></li>
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<li><p>On the first Get Axis node, in the <strong>Axis Name</strong> input field, enter <code>Horizontal</code>.</p></li>
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<li><p>On the second Get Axis node, in the <strong>Axis Name</strong> input field, enter <code>Vertical</code>.</p></li>
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<div class="NOTE"><h5>NOTE</h5><p>If an Axis Name doesn't match the name in the Input Manager's Project Settings, Visual Scripting displays an error in the Graph Inspector. When you enter Play mode, the Unity Editor also displays an error in the Console window.</p></div>
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<li><p>[!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]</p></li>
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<li><p>Go to <strong>Codebase</strong> &gt; <strong>Unity Engine</strong> &gt; <strong>Transform</strong> or search for <strong>Translate</strong>.</p></li>
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<li><p>Select <strong>Translate (X, Y, Z)</strong> to add a Translate node to the graph.</p></li>
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<li><p>Select the <strong>Result</strong> float output port on the <code>Horizontal</code> Get Axis node.</p></li>
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<li><p><a href="vs-creating-connections.md">Make a connection</a> to the <strong>X</strong> input port on the <strong>Translate</strong> node.</p></li>
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<li><p>Select the <strong>Result</strong> float output port on the <code>Vertical</code> Get Axis node.</p></li>
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<li><p><a href="vs-creating-connections.md">Make a connection</a> to the <strong>Z</strong> input port on the <strong>Translate</strong> node. <br/>The finished graph looks similar to the following image:</p></li>
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<p><img src="images/vs-input-old-system-example.png" alt="An image of the Graph window, that displays the final result of a simple input capture graph using the Input Manager. An On Update node connects to the Trigger input port on a Transform Translate node. The Result port on an Input Get Axis node with an Axis Name of Horizontal connects to the X input port on the Translate node. The Result port on another Input Get Axis node with an Axis Name of Vertical connects to the Z input port."></p>
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<li><p>To enter Play mode, select <strong>Play</strong> from the <a href="https://docs.unity3d.com/Manual/Toolbar.html">Unity Editor's Toolbar</a>.</p></li>
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<li><p>While in the <a href="https://docs.unity3d.com/Manual/GameView.html">Game view</a>, press a key mapped as a <strong>Negative Button</strong> or <strong>Positive Button</strong> from the <a href="https://docs.unity3d.com/Documentation/Manual/class-InputManager.html">Input Manager's virtual axes</a>.</p></li>
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</ol>
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1. [Open](vs-open-graph-edit.md) or [create](vs-create-graph.md) a Script Graph attached to the GameObject that you want your users to move.
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1. If there isn't an **On Update** or similar Event node in your graph:
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1. [!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]
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1. Go to **Events** > **Lifecycle**, or enter **On Update** in the search field.
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1. Select the **On Update** Event node to add it to the graph.
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1. [!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]
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> [!TIP]
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> If you right-click and the context menu appears, select **Add Node** to open the fuzzy finder.
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1. Go to **Codebase** &gt; **Unity Engine** &gt; **Input**, or enter **Get Axis** in the search field.
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1. Select **Get Axis (Axis Name)** to add the Get Axis node to the graph.
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1. Repeat Steps 3 through 5 to create a second **Get Axis (Axis Name)** node.
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1. On the first Get Axis node, in the **Axis Name** input field, enter `Horizontal`.
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1. On the second Get Axis node, in the **Axis Name** input field, enter `Vertical`.
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> [!NOTE]
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> If an Axis Name doesn't match the name in the Input Manager's Project Settings, Visual Scripting displays an error in the Graph Inspector. When you enter Play mode, the Unity Editor also displays an error in the Console window.
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1. [!include[vs-open-fuzzy-finder](./snippets/vs-open-fuzzy-finder.md)]
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1. Go to **Codebase** &gt; **Unity Engine** &gt; **Transform** or search for **Translate**.
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1. Select **Translate (X, Y, Z)** to add a Translate node to the graph.
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1. Select the **Result** float output port on the `Horizontal` Get Axis node.
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1. [Make a connection](vs-creating-connections.md) to the **X** input port on the **Translate** node.
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1. Select the **Result** float output port on the `Vertical` Get Axis node.
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1. [Make a connection](vs-creating-connections.md) to the **Z** input port on the **Translate** node.
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The finished graph looks similar to the following image:
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<img src="images/vs-input-old-system-example.png" alt="An image of the Graph window, that displays the final result of a simple input capture graph using the Input Manager. An On Update node connects to the Trigger input port on a Transform Translate node. The Result port on an Input Get Axis node with an Axis Name of Horizontal connects to the X input port on the Translate node. The Result port on another Input Get Axis node with an Axis Name of Vertical connects to the Z input port.">
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1. To enter Play mode, select **Play** from the [Unity Editor's Toolbar](https://docs.unity3d.com/Manual/Toolbar.html).
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1. While in the [Game view](https://docs.unity3d.com/Manual/GameView.html), press a key mapped as a **Negative Button** or **Positive Button** from the [Input Manager's virtual axes](https://docs.unity3d.com/Documentation/Manual/class-InputManager.html).
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The GameObject moves along the X or Z axis in the Game view, based on the key pressed and the [Input Manager Project Settings](https://docs.unity3d.com/Documentation/Manual/class-InputManager.html).
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Documentation~/vs-configuration.md

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You can find the following configuration options in your Visual Scripting Project Settings. To use Visual Scripting in a project for the first time, you must [regenerate your Node Library](#Regen), as described in the table below.
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<table>
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<thead>
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<th><strong>Option</strong></th>
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<th>Description</th>
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</thead>
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<tbody>
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<td><strong><a name="Initialize">Initialize Visual Scripting</a></strong></td>
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<td>You must select <strong>Initialize Visual Scripting</strong> the first time you use Visual Scripting in a project. Initialize Visual Scripting to parse all assemblies and types for the Visual Scripting Node Library. After you initialize Visual Scripting, regenerate your Node Library. See <strong><a href="#Regen">Regenerate Nodes</a></strong>, below.</td>
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<td><strong>Type Options</strong></td>
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<td>Use the Type Options list to add or remove types for your node inputs and outputs. After you add or remove a type, you must regenerate your Node Library. See <strong><a href="#Regen">Regenerate Nodes</a></strong>, below. <br/>For more information on how to add or remove types, see <a href="vs-add-remove-type-options.md">Add or remove types</a>.</td>
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<td><strong>Node Library</strong></td>
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<td>Use the Node Library list to add or remove nodes and their assemblies in Visual Scripting. You must add any new types to your Type Options after you add new nodes to Visual Scripting. You must also regenerate your Node Library after you add or remove nodes. See <a href="#Regen"><strong>Regenerate Nodes</strong></a>, below. <br/>For more information on how to add or remove nodes from your Node Library, see <a href="vs-add-remove-node-library.md">Add or remove available nodes</a>.</td>
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<td><strong><a name="Regen">Regenerate Nodes</a></strong></td>
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<td>Regenerate your Node Library to make all nodes available for use in a project. <br/>To use Visual Scripting for the first time in a project, you must <strong><a href="#Initialize">Initialize Visual Scripting</a></strong> and regenerate your Node Library. <br/>To regenerate your Node Library:
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<li><p>Select <strong>Regenerate Nodes</strong>.</p></li>
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<li><p>Select <strong>OK</strong>.</p></li>
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<div class="NOTE"><h5>NOTE</h5><p>You must regenerate your Node Library in the following circumstances:
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<li>Before you use Visual Scripting in your project for the first time.</li>
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<li>After you add or remove nodes from your Node Library.</li>
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<li>After you add or remove types from your Type Options.</li>
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<li>After you change the inputs or outputs for a Custom C# node.</li>
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<td><strong>Generate</strong></td>
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<td>To generate required property provider scripts for custom drawers, select <strong>Generate</strong>. <br/>These scripts are necessary for Unity to use custom drawers for custom classes and script variables inside Visual Scripting. To assign a default value to a custom variable type through the Unity Editor’s Inspector, you must either have access to the source code for the class, or provide a custom PropertyDrawer. For more information, see <a href="vs-custom-types.md">Custom types</a>.</td>
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<td><strong>Create Backup</strong></td>
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<td>To create a new backup of your Visual Scripting graphs and settings, select <strong>Create Backup</strong>. <br/> For more information about backups, see <a href="vs-create-restore-backups.md">Create or restore a backup</a>.</td>
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<td><strong>Restore Backup</strong></td>
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<td>To open the folder where Visual Scripting stores your backups, select <strong>Restore Backup</strong>. <br/>For more information about backups, see <a href="vs-create-restore-backups.md">Create or restore a backup</a>.</td>
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<td><strong>Fix Missing Scripts</strong></td>
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<td>To correct any issues that might occur after migration from the Unity Asset Store version of Visual Scripting to the package version, select <strong>Fix Missing Scripts</strong>. This resolves any missing references to Visual Scripting Script Graphs and State Graphs in Script Machine or State Machine components.</td>
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| Option | Description |
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|---|---|
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| Initialize Visual Scripting | You must select **Initialize Visual Scripting** the first time you use Visual Scripting in a project. Initialize Visual Scripting to parse all assemblies and types for the Visual Scripting Node Library. After you initialize Visual Scripting, regenerate your Node Library. Refer to **<a href="#Regen">Regenerate Nodes</a>**, below. |
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| Type Options | Use the Type Options list to add or remove types for your node inputs and outputs. After you add or remove a type, you must regenerate your Node Library. Refer to **<a href="#Regen">Regenerate Nodes</a>**, below. <br/>For more information on how to add or remove types, refer to <a href="vs-add-remove-type-options.md">Add or remove types</a>. |
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| Node Library | Use the Node Library list to add or remove nodes and their assemblies in Visual Scripting. You must add any new types to your Type Options after you add new nodes to Visual Scripting. You must also regenerate your Node Library after you add or remove nodes. Refer to <a href="#Regen">**Regenerate Nodes**</a>, below. <br/>For more information on how to add or remove nodes from your Node Library, refer to <a href="vs-add-remove-node-library.md">Add or remove available nodes</a>. |
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| Regenerate Nodes | Regenerate your Node Library to make all nodes available for use in a project. <br/>To use Visual Scripting for the first time in a project, you must **<a href="#Initialize">Initialize Visual Scripting</a>** and regenerate your Node Library. <br/>To regenerate your Node Library: <br/> 1. Select **Regenerate Nodes**. <br/> 2. Select **OK**.<br/> You must regenerate your Node Library in the following circumstances: <br/> * Before you use Visual Scripting in your project for the first time. <br/> * After you add or remove nodes from your Node Library. <br/> * After you add or remove types from your Type Options. <br/> * After you change the inputs or outputs for a Custom C# node. |
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| Generate | To generate required property provider scripts for custom drawers, select **Generate**. <br/>These scripts are necessary for Unity to use custom drawers for custom classes and script variables inside Visual Scripting. To assign a default value to a custom variable type through the Unity Editor’s Inspector, you must either have access to the source code for the class, or provide a custom PropertyDrawer. For more information, see <a href="vs-custom-types.md">Custom types</a>. |
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| Create Backup | To create a new backup of your Visual Scripting graphs and settings, select **Create Backup**. <br/> For more information about backups, refer to <a href="vs-create-restore-backups.md">Create or restore a backup</a>. |
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| Restore Backup | To open the folder where Visual Scripting stores your backups, select **Restore Backup**. <br/>For more information about backups, refer to <a href="vs-create-restore-backups.md">Create or restore a backup</a>. |
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| Fix Missing Scripts | To correct any issues that might occur after migration from the Unity Asset Store version of Visual Scripting to the package version, select **Fix Missing Scripts**. This resolves any missing references to Visual Scripting Script Graphs and State Graphs in Script Machine or State Machine components. |
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> If your settings don't apply after you make a change, [report a bug through the Unity Editor](https://unity3d.com/unity/qa/bug-reporting).

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