[!NOTE] To add logic to a node, you must create a Custom C# node and add ports. [!include[vs-tasks-note-end](./snippets/custom-c-nodes/vs-tasks-note-end.md)]
After you create a Custom C# node and add ports, you can add logic to a node. Add logic to tell Visual Scripting what the node does with any data it receives from its ports.
To add logic to a node:
[!include[open-project-window](./snippets/vs-open-project-window.md)]
[!include[open-existing-external-code](./snippets/vs-open-existing-external-code.md)]
In your external editor, add any logic for the node within the lambda expression that handles the assignment of the inputTrigger
. For example, you can take the values of the two string
input ports added in the previous example and concatenate them, as shown in the following code:
using System; using Unity.VisualScripting; using UnityEngine; public class MyNode : Unit { [DoNotSerialize] public ControlInput inputTrigger; [DoNotSerialize] public ControlOutput outputTrigger; [DoNotSerialize] public ValueInput myValueA; [DoNotSerialize] public ValueInput myValueB; [DoNotSerialize] public ValueOutput result; private string resultValue; protected override void Definition() { //The lambda to execute our node action when the inputTrigger port is triggered. inputTrigger = ControlInput("inputTrigger", (flow) => { //Making the resultValue equal to the input value from myValueA concatenating it with myValueB. resultValue = flow.GetValue<string>(myValueA) + flow.GetValue<string>(myValueB) + "!!!"; return outputTrigger; }); outputTrigger = ControlOutput("outputTrigger"); myValueA = ValueInput<string>("myValueA", "Hello "); myValueB = ValueInput<string>("myValueB", String.Empty); result = ValueOutput<string>("result", (flow) => resultValue); } }
[!include[save-script](./snippets/vs-save-script.md)]
[!include[return-unity](./snippets/vs-return-unity.md)]
Do one of the following:
After you add logic to a node, add relations to ensure that the node displays correctly in Visual Scripting.